Remote participation in wager-based games

ABSTRACT

In one embodiment, a system, apparatus, and method for distributing a portion of game information may include a gaming machine configured to play a game of chance and produce game information. A gaming server can be configured to communicate with the gaming machine, may establish a remote gaming session between the gaming machine and a user device, and may distribute the portion of the game information to the user device.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation of U.S. patent application Ser. No.15/402,945, filed Jan. 10, 2017 and entitled “Temporary Grant ofReal-time Bonus Feature,” which is hereby incorporated herein byreference in its entirety for all purposes, and which in turn is acontinuation of U.S. patent application Ser. No. 13/843,087, filed Mar.15, 2013 and entitled “Temporary Grant of Real-time Bonus Feature,”which is hereby incorporated herein by reference in its entirety for allpurposes, and which in turn is continuation-in-part of U.S. patentapplication Ser. No. 13/296,182, filed Nov. 14, 2011 and entitled“Social Gaming,” which is hereby incorporated herein by reference in itsentirety for all purposes, and which in turn claims priority to U.S.Provisional Application No. 61/413,477, filed Nov. 14, 2010, andentitled “Social Gaming,” which is hereby incorporated herein byreference in its entirety for all purposes.

BACKGROUND OF THE INVENTION

Social networks in different forms are becoming exponentially popular,with most of them being slight variations on the well-known MySpace™(http://www.myspace.com) or Facebook™ (http://www.facebook.com) models.For example, active membership in Facebook™, a popular social networkingsite, has greater than 500 million users, and comprises everyone fromschool children to grandparents. Such tools are generally used to postinformation that can be accessed by other registered users of thesystem. Unfortunately, the trend of social networking tools hassolidified the notion of social networks as a web-page only paradigm, avirtual Rolodex that grows so big that the social network lacks context,and hence relevance.

Gaming establishments are constantly looking for different ways toincrease gaming revenue and provide a more satisfying gaming experiencefor the player. Social networks may provide a social aspect for playinggames of chance.

SUMMARY

In one embodiment, a system, apparatus, and method for distributing aportion of game information may include a gaming machine configured toplay a game of chance and produce game information. A gaming server canbe configured to communicate with the gaming machine, may establish aremote gaming session between the gaming machine and a user device, andmay distribute the portion of the game information to the user device.

A system, apparatus, and method for establishing a social game between agaming machine and at least one user is provided. A system, apparatus,and method for a real-time temporal grant of a social bonus game featurebetween a gaming machine user and at least one available remote user isalso provided. In one embodiment, a social gaming server and at leastone gaming machine may be in communication with a bonus game manager tofacilitate a social real-time bonus game feature game play anddistribution of bonus game feature award.

BRIEF DESCRIPTION OF THE DRAWINGS

The accompanying drawings, which are incorporated into and constitute apart of this specification, illustrate one or more example embodimentsand, together with the description of example embodiments, serve toexplain the principles and implementations.

In the drawings:

FIG. 1 illustrates an example social gaming system.

FIGS. 2A and 2B illustrate a block diagram of example embodiments of asocial gaming server.

FIG. 3 illustrates a flow diagram of an example method for distributinggame information.

FIG. 4 illustrates a flow diagram of an example method for posting anevent to a social networking server.

FIG. 5 illustrates a flow diagram of an example method for streaming atleast a portion of gaming information to reproduce and present a game ofchance on a display.

FIG. 6 illustrates a flow diagram of an example method for selecting aremote user.

FIG. 7 illustrates a flow diagram of an example method for playing agame of chance with remote participation.

FIG. 8 illustrates a flow diagram of an example method for managingsocial awards.

FIG. 9 illustrates a front view of an example gaming machine.

FIG. 10 illustrates an example graphical user interface.

FIGS. 11A and 11B illustrate one embodiment of an example remotegraphical user interface presented on a portable electronic device.

FIG. 12 illustrates another embodiment of a graphical user interfacepresented on a portable electronic device.

FIG. 13 illustrates yet another embodiment of an example graphical userinterface presented on a display of a portable electronic device.

FIG. 14 illustrates another example of a social gaming system.

FIG. 15 illustrates a flow diagram of an example method for real-timebonus game participation.

FIG. 16 illustrates a flow diagram of an example method for granting areal-time bonus game feature.

FIG. 17 illustrates a flow diagram of an example method for distributinga bonus award.

FIG. 18 illustrates an example bonus game manager.

FIGS. 19A and 19B illustrate example embodiments of a graphical userinterface.

FIG. 20 illustrates one embodiment of a graphical user interfacepresented on a display of a portable electric device.

FIG. 21A illustrates one embodiment of acceptance of a bonus gameinvitation.

FIG. 21B illustrates one embodiment of a rejection of a bonus gameinvitation.

FIG. 22 illustrates one embodiment of a graphical user interfacepresented on a display of a gaming machine.

FIG. 23 illustrates one embodiment of a graphical user interfacepresented on a display of a gaming machine.

FIG. 24 illustrates another embodiment of a graphical user interfacepresented on a display of a gaming machine.

FIG. 25A illustrates one embodiment of a graphical user interfacepresented on a display of a gaming machine.

FIG. 25B illustrates one embodiment of a graphical user interfacepresented on a display of a portable electric device.

FIG. 26A illustrates one embodiment of a graphical user interfacepresented on a display of a gaming machine.

FIG. 26B illustrates one embodiment of a graphical user interfacepresented on a display of a portable electric device.

DESCRIPTION

Embodiments are described herein in the context of social gaming. Thefollowing detailed description is illustrative only and is not intendedto be in any way limiting. Other embodiments will readily suggestthemselves to such skilled persons having the benefit of thisdisclosure. Reference will now be made in detail to implementations asillustrated in the accompanying drawings. The same reference indicatorswill be used throughout the drawings and the following description torefer to the same or like parts.

In the interest of clarity, not all of the routine features of theimplementations described herein are shown and described. It will, ofcourse, be appreciated that in the development of any such actualimplementation, numerous implementation-specific decisions must be madein order to achieve the developer's specific goals, such as compliancewith application- and business-related constraints, and that thesespecific goals will vary from one implementation to another and from onedeveloper to another. Moreover, it will be appreciated that such adevelopment effort might be complex and time-consuming, but wouldnevertheless be a routine undertaking of engineering for those ofordinary skill in the art having the benefit of this disclosure.

In accordance with some embodiments, the components, process steps,and/or data structures may be implemented using various types ofoperating systems, computing platforms, computer programs, and/orgeneral purpose machines. In addition, those of ordinary skill in theart will recognize that devices of a less general purpose nature, suchas hardwired devices, field programmable gate arrays (FPGAs),application specific integrated circuits (ASICs), or the like, may alsobe used without departing from the scope and spirit of the inventiveconcepts disclosed herein.

A system, apparatus, and method for providing a social game environmentin which players of gaming machines can interact with other users whileplaying a game on a gaming machine. The game played on the gamingmachine can be referred to as a social game (or a social game session)since remote players can assist the player of the gaming machine inplaying the game of chance, an associated social game component of thegame of chance, or a separate social game (which can be a game of changeor a non-game of chance). In general, the player of the gaming machinecan gain assistance (e.g., participation or interaction) from otherplayers that are not located at the gaming machine (i.e., remotelylocated from the gaming machine). The other players may be eligible togain awards, points, or the like by assisting the primary player (e.g.the player playing the primary game of chance) and participating in abonus game of chance. The other players may be referred to as at leastone social gaming user, social contact, remote user, and/or remoteplayer.

FIG. 1 illustrates an example social gaming system. The social gamingsystem 100 may include a game server 104, at least one gaming machine106 a-106 n (where n is an integer), a social gaming server 102, and athird party server 112. The game server 104, the at least one gamingmachine 106 a-106 n, and the social gaming server 102 may be within alocal gaming environment. Example gaming environments may be a casino,grocery stores, gas stations, and any other establishment having gamingmachines. The gaming environment can include a physical location forgaming and any servers, any gaming machines, and any devices connectedto a network 115. For illustrative purposes only, line 116 divides thelocal gaming environment network from a non-gaming environment network.The local gaming environment network is to the left of the line 116 andthe non-gaming environment network is to the right of the line 116.

Communication between the game server 104, the at least one gamingmachine 106 a-106 n, the social gaming server 102, the third partyserver 112, the local users 108 a-108 n, and the remote users 110 a-110n may be conducted through network 115 via any combination of wirednetworks, wireless communication technology, and cellular networks. Awired network can use Category 5 cable, Category 6 cable, fiber opticcable, coaxial cable or other cable types typically used for computernetworks. Examples of wireless communications technology may include,but is not limited to, Wi-Fi and Bluetooth. Cellular networks may useCode division multiple access (CDMA), Global System for MobileCommunications (GSM), or any other common mobile network standards totransmit data at 2^(nd) generation (2G), 3^(rd) generation (3G), 4^(th)generation (4G), or any other data transmission speeds.

The game server 104 may be any computing hardware typically used fornetwork servers. The game server 104 may have a memory configured tostore at least one game of chance and a processor configured to managethe game of chance. The game of chance could be reel-based slot games,video poker, video blackjack, electronic table game, lottery games, orany other games of chance. The game server 104 can be configured tocommunicate with the at least one gaming machine 106 a-106 n and thesocial gaming server 102.

The at least one gaming machine 106 a-106 n can be configured to playthe game of chance, received from the game server 104, and produce gameinformation. The at least one gaming machine 106 a-106 n may be a slotmachine, mobile gaming device, electronic gaming table, electronicblackjack table, electronic roulette table, kiosk, interactive TV,tablet computer, or the like. In one embodiment, the at least one gamingmachine 106 a-106 n may have a main display, a secondary display, agraphical user interface (GUI) displayed or presented on the maindisplay or the secondary display, a ticket-in ticket-out (TITO) system,a bill acceptor, and a player tracking device as further illustrated anddiscussed in FIG. 9. A player may initiate a social game session usingthe GUI. The at least one gaming machine 106 a-106 n may be configuredto communicate to other gaming machines and the game server 104.

The social gaming server 102 may have a processor. The processor can beany microprocessor, CPU, multi-core processor or chipset commonly usedby network servers for computing. The processor can be configured tocommunicate with and manage a plurality of social gaming managers. Theplurality of social gaming managers may include some or all of thefollowing: a social game session manager, an authentication manager, asocial contacts manager, a local social game manager, and a socialawards manager as further illustrated and discussed with reference toFIGS. 2A and 2B.

The third party server 112 may be configured to store and managenon-gaming social games. The third party server 112 may authorize athird party remote user 114 a-114 n or a user device of the third partyremote user 114 a-114 n and connect the third party remote user 114a-114 n to the social gaming server 102 to participate in a socialgaming. In one embodiment, the third party server can be any socialnetworking server (e.g. Facebook™, MySpace™, LinkedIn™, Twitter™, andthe like) and may receive at least a portion of the game information.

In one embodiment, at least one social gaming user can be a remote user110 a-110 n. The remote user 110 a-110 n may be located in ageographical location that is physically separated from or away from theat least one gaming machine 106 a-106 n and/or the gaming environment.For example, the remote user 110 a-110 n may be at home and utilize alaptop computer configured to communicate directly with the socialgaming server 102 through network 115.

In another embodiment, the at least one social gaming user can be alocal user 108 a-108 n. The local user 108 a-108 n may be locationwithin or on the premises of the gaming environment. For example, thelocal user 108 a-108 n may be located in a restaurant in the gamingenvironment and can participate in the social game session using a smartphone configured to communicate with the social gaming sever 102. Inanother example, the local user 108 a-108 n may be playing on anothergaming machine 106 a-106 n while participating in a social game.

In yet another embodiment, the at least one social gaming user may be athird party remote user 114 a-114 n. The third party remote user 114a-114 n may participate in a social game session via third party server112. Third party server 112 may then be configured to communicate withthe social gaming server 102 via network 115 and be configured tofacilitate communication between the third party remote user 114 a-114 nand the social gaming server 102.

The at least one social gaming user may participant in a social gamesession using a user device. In one embodiment, the user device can be acomputing device such as, but not limited to, a desktop computer, alaptop computer, a tablet computer, or a netbook computer. In anotherembodiment, the user device may be a portable electronic device such asa cell phone, a smart phone, a portable media player, a portable gamingdevice, a personal digital assistant or the like. In yet anotherembodiment, the user device may be another gaming machine.

FIG. 2A is a block diagram of one embodiment of a social gaming server.The social gaming server 200 may be similar to gaming server 102illustrated in FIG. 1. The social gaming server 200 may have a processor202 configured to control the operations of the social gaming server200. In one embodiment, processor 202 may communicate with and manage atleast one social gaming manager 240. The at least one social gamingmanager 240 may include one or more of the following: a social gamesession manager 204, an authentication manager 206, and a socialcontacts manager 208.

The social game session manager 204 may be configured to manage a socialgame session established between a gaming machine and at least one userdevice via the social gaming server 200. The social game session canenable the social gaming user of the at least one user device to receivecurrent or real-time and/or past game information about a game ofchance. The social game session may also enable the social gaming userof the at least one user device to remotely participate in or interactwith the game of chance.

Social gaming server 200 may be configured to acquire gaming informationfrom a gaming machine, such as gaming machines 106 a-106 n illustratedin FIG. 1. The gaming information can be generated by the gaming machineand/or the game server (such as game server 104 illustrated in FIG. 1)as the player plays the game of chance on the gaming machine. As thegaming information is generated, the gaming information can besimultaneously transmitted to and acquired by the social game server200. The gaming information may then be stored, processed, and managedby the game session manager 204. The gaming information can include anygame information generated from playing the game of chance such that thesocial game session manager 204 can reproduce the game of chance on adisplay of a user device. For example, the gaming information mayinclude, but is not limited to, number of credits, total amount of timespent playing the gaming of chance at the gaming machine, notificationof a win, loss, tie, push, and the like, amount won or lost, wageramount, award earned, notification of a remote input, pay table, and thelike. The game information may also be specific to a type of the game ofchance being played. For example, if the game of chance is an electroniccard game, such as video poker or video blackjack, the game informationcan include, but is not limited to, cards held by the player, communalcards, and actions taken by the player such as hitting or drawing fornew cards. If the game of chance is a slot game, the game informationcan include, but is not limited to, contents of the reels, lines beingplayed, notification of lines won, and images on the reels.

The social game session manager 204 can be configured to determine atleast a portion of game information to be distributed to the at leastone user device. In one embodiment, the social game session manager 204can determine the at least a portion of the game information to bedistributed based upon a plurality of user preferences. The plurality ofuser preferences may be any configuration desired by a user that may bestored on the social gaming server 200, the social game session manager204, or any other memory device or server device. The plurality of userpreferences may be any specific preferences desired such as, the type ofgaming information the user would like to see and when. For example, Bobmay only want to know when Tom has earned a non-gaming award whenplaying a game on the gaming machine. When Tom earns a non-gaming awardwhile playing the gamine of chance, the social game server 200 maytransmit the gaming information about the non-gaming aware to Bob.However, the social game server 200 may not transmit the fact that Tomalso won $100.00.

In another example, the social game session manager 204 may beconfigured to determine which gaming information is considered to be“significant”. The significant event could be, for example, winning ajackpot, the player cashed out of the gaming machine, hitting a royalflush, entering a bonus game, and the like. In another example, thesocial game session manager 204 may determine to transmit all the gaminginformation.

In one embodiment, the gaming information may be transmitted from thesocial gaming server 200 to the users via any known methods, such asstreaming the gaming information.

The authentication manager 206 may be configured to authenticate a user.In one embodiment, the authentication manager 206 may authenticate theuser by confirming validity of a password, biometric identifier,personal identification number(s), or the like. Followingauthentication, the authentication manager 206 may signal the socialgame session manager 204 to establish the social game session betweenthe gaming machine and the user device of the user. In anotherembodiment, a third party server, such as third party server 112illustrated in FIG. 1, may authenticate the user by confirming validityof a password, biometric identifier, personal identification number(s),or the like. The third party server may then transmit an approved ordisapproved notification to the social gaming sever 200.

If the user is authenticated, the authentication manager 206 maytransmit an approval notification to the social game session manager204. The social game session manager 204 may then establish a socialgame between the gaming machine and a user device of at least one socialgaming user.

In one embodiment, the authentication manager 206 may be configured toauthenticate the user device based upon an identifier, such as a MACaddress, confirming validity of a key file (which may or may not beencrypted) stored on the user device, hashing and comparing contents ofthe key file to a record maintained by the authentication manager 206,or any other commonly used methods of verifying the validity of a datafile. In yet another embodiment, the authentication manager 206 mayauthenticate the user device using a unique address, such as a shortcode or a web link.

The social contacts manager 208 may be configured to store and/or manageone or more social contacts for a player playing the game of chance on agaming machine. In one embodiment, the one or more social contacts maybe stored in a contacts database 210. In another embodiment, the one ormore social contacts may be stored on a third party server, such asthird party server 112 illustrated in FIG. 1. For example, the thirdparty server may be a social networking server configured to store,manage, and associate contacts with the player playing the game ofchance on the gaming machine. The social contacts manager may beconfigured to add contacts, delete contacts, search for contacts, blockcontacts, and other similar administrative functions as desired by theuser. The social contacts manager 208 may be configured to populate asocial contact list presented on a GUI of the gaming machine or userdevice.

The social game server 200 may optionally have a local social gamemanager 212. The local social game manager 212 may be configured tomanage non-gaming social games. Non-gaming social games may be any typeor kind of game that is not a game of chance utilizing a random numbergenerator and/or any type of game where prizes are not monetary. Forexample, a non-gaming social game may be a “Hotel Management” simulationgame, where different players can build and run a hotel.

FIG. 2B illustrates a block diagram of another embodiment of a socialgaming server. The social gaming server 250 may be similar to the socialgaming server 200 illustrated in FIG. 2A, except that the at least onesocial gaming manager 242 may include a social awards manager 214. Thesocial awards manager 214 may be configured to determine whether anaward has been triggered or earned in a game of chance and the type ofaward won. The triggering event and the type of award won may be basedon the type and theme of game played. For example, an award may betriggered for winning a particular round of the game of chance, winninga certain number of times over a predetermined period of time, winning acertain amount of credits in a particular round of the game of chance,winning a certain monetary amount, obtaining a royal flush, and thelike.

In another embodiment, an award triggering event may be a loss. Forexample, an award may be triggered by losing a particular round of thegame of chance, losing a certain number of times over a predeterminedperiod of time, losing a certain amount of credits in a particular roundof the game of chance, losing a certain total monetary amount, or thelike.

In yet another embodiment, an award may be triggered by achieving orobtaining a particular outcome. For example, in a slot game, an awardtriggering event may be obtaining six cherry symbols on a plurality ofreels without winning a payline. In another example, in a video pokergame of chance, an award may be triggered by obtaining a pair of queensin five consecutive hands.

The social awards manager 214 can be configured to generate the award ifan award triggering event has occurred. The award can be any type ofgaming or non-gaming award and may be based on the type and theme ofgame. A gaming award may be, for example, a monetary award, at least onefree spin, a multiplier, earning a plurality of points, triggering abonus event, and the like. A non-gaming award can be, for example, adigital enhancement for the social gaming user interface on the userdevice and/or on the gaming machine. The digital enhancement can be awallpaper, a background, a song, new avatar, a picture, any type ofother visual and/or auditory aesthetic prizes, movie tickets, foodcoupons, and the like. The non-gaming award may also be a virtual good.The virtual good can be used in a non-gaming social game hosted by athird party server or the local social game manager 212 of the socialgaming server 250. The social awards manager 214 may store the gamingawards in an awards database 216 and the non-gaming awards in anon-gaming awards database 218.

The social awards manager 214 can be configured to determine if theaward is to be transferred to a remote recipient. In one embodiment, thesocial awards manager 214 can determine if the award is to betransferred if the social awards manager 214 receives a user transferrequest to transfer the award to another player. The user transferrequest can be made by the user currently in possession of the award. Inanother embodiment, the social awards manager 214 may receive a remotetransfer request for the award by a social gaming user not in possessionof the award. The social awards manager 214 may transmit the request tothe user currently in possession of the award and await approval of thetransfer request from the user currently in possession of the award. Ifthe social awards manager 214 receives an approval for the transferrequest, the social awards manager 214 may transfer the award to thesocial gaming user. The social awards manager 214 can be configured tomodify ownership of the award entry in either the awards database 216 orthe non-gaming awards database 218. If a denial for the transfer requestis received by the social awards manager 214, then the social awardsmanager 214 determines not to transfer the award.

FIG. 3 illustrates a flow diagram of an example method for distributinggame information. A method for distributing at least a portion of gameinformation 300 may be performed by a social gaming server such associal gaming server 102 illustrated in FIG. 1, social gaming server 200illustrated in FIG. 2A, or social gaming server 250 illustrated in FIG.2B. The gaming information may originate from a gaming machine locatedwithin a gaming environment, from a game server such as game server 104illustrated in FIG. 1, or any other gaming server or machine.

The method of distributing at least a portion of game information 300can begin by identifying at least one social gaming user at 302. In oneembodiment, the social gaming server may identify the at least onesocial gaming user based upon player input received from a playerplaying a game of chance. Input can be performed on a gaming machinesuch as a portable or mobile gaming device, electronic gaming table,electronic blackjack table, electronic roulette table, kiosk,interactive television, tablet computer, or the like. For example, theplayer playing a game of chance may select at least one social gaminguser from a social contact list as, for example, illustrated in FIGS.10-13. In another example, the player may input information about the atleast one social gaming user for storage in a contacts database (asillustrated in FIGS. 2A and 2B). The player input may consist of a name,a username, an alias, an email address, a phone number, an accountnumber, an IP address or other similar information specific to aparticular individual. The player input may then be transmitted to thesocial gaming server.

Once player input is received by the social gaming server, the socialgaming server may, in one example, identify the at least one socialgaming user from the selection by comparing the input to a list ofcontacts stored in the contacts database. In another embodiment, theinput may be compared with a list of contacts in a third party server.The user input may be transmitted to the third party server which maycompare the input with a list of contacts stored at the third partyserver.

A game of chance may be played on a gaming machine at 303. Gameinformation may be generated for the game of chance at 305 as the playerplays the game of chance. In one embodiment, game information may begenerated from the gaming machine. In another embodiment, gameinformation may be generated from a game server (as illustrated in FIG.1). For example, the gaming information may include, but is not limitedto, number of credits, total amount of time spent playing the gaming ofchance at the gaming machine, notification of a win, loss, tie, push,and the like, amount won or lost, wager amount, award earned,notification of a remote input, pay table, and the like. The gameinformation may also be specific to a type of the game of chance beingplayed. For example, if the game of chance is an electronic card game,such as video poker or video blackjack, the game information caninclude, but is not limited to, cards held by the player, communalcards, and actions taken by the player such as hitting or drawing fornew cards. If the game of chance is a slot game, the game informationcan include, but is not limited to, contents of the reels, lines beingplayed, notification of lines won, and images on the reels.

As the game information is generated, the game information can besimultaneously transmitted to and acquired by the social game server (asillustrated in FIGS. 1, 2A, and 2B) for distribution to at least onesocial gaming user at 304. At least a portion of the gaming informationmay be distributed by any known method. In one example, at least aportion of the gaming information may be posted to the at least onesocial gaming user. The social game session manager may transfer thegame information to a third party sever (as illustrated in FIG. 1). Thethird party server may be, for example, any known social gaming serveror any other server accessible over a network. The third party servercan post the gaming information to a webpage, a feed, a notificationboard, or the like. The at least one social gaming user can retrieve thegame information from the webpage, the feed, the notification board, orthe like.

In another embodiment, the at least a portion of the gaming informationmay be electronically transmitted to the at least one social gaming uservia electronic mail. In yet another embodiment, the at least a portionof the gaming information may be streamed. Streaming results may resultin a real time reproduction display of the game of chance. As actionoccurs in the game of chance, the real time reproduction display willmirror the display of the gaming machine. The streaming can besupplemented by any combination of textual, audio, or visualinformation.

A determination of whether the game of chance has ended is made at 306.The game of chance may end if the player decides to stop playing thegame of chance. The game of chance also may end if no credits forplaying the game of chance are left. If the game of chance has notended, the at least a portion of the gaming information may continue tobe distributed to the at least one social gaming user at 304.

FIG. 4 illustrates a flow diagram of an example method for posting anevent to a social networking server. A method for posting an event to asocial networking server 400 can be performed by a social gaming server(as illustrated in FIGS. 2A and 2B). The method 400 may begin bymonitoring a game of chance for an event at 402. In one embodiment, themonitoring may be performed by a social game session manager (asillustrated in FIGS. 2A and 2B) of the social gaming server. Forexample, as a player plays the game of chance, game information from thegame of chance may be transmitted from a gaming machine to the socialgame session manager of the social gaming server. In another embodimentthe gaming machine can transmit the game information to the game server.The game server can then transfer the game information to the socialgame session manager of the social gaming server. Upon receipt of thegame information, the social game session manager may parse the gameinformation for events. The event may be a win, a loss, an earned award,the player switching to a different game of chance, the player cashingout, the player placing a large wager, the player performing a gameaction such as spinning reels or doubling down, or any other activitythat may occur while playing a game of chance.

If the event is “significant” at 404 the significant event may be postedor transmitted to a social networking server at 406. In one embodiment,the significant event could be, for example, winning a jackpot, theplayer cashed out of the gaming machine, hitting a royal flush, enteringa bonus game, and the like. In another embodiment, the significance ofthe event can be determined by the player of the game of chance or atleast one social gaming user. For example, the player or social gaminguser may select specific events from a significant event list as what heor she considers to be significant.

The social networking server may be the social gaming server, a thirdparty server, or any other server. The social networking server can postthe information to a webpage, a feed, a notification board, or the like.The at least one social gaming user can then retrieve the informationfrom the webpage, the feed, the notification board, or the like.

If the event is not significant at 404 or the event has been posted tothe social networking server at 406, a determination of whether the gameof chance has ended is made at 408. In one embodiment, the game ofchance may end if the player decides to stop playing the game of chance.The game of chance also may end if there are no more credits to play thegame of chance.

FIG. 5 illustrates a flow diagram of an example method for streaming atleast a portion of gaming information to reproduce and present a game ofchance on a display. The method 500 may be performed by the socialgaming server (as illustrated in FIGS. 1, 2A, and 2B). A streaming ofthe game of chance may be initiated at 502. In one embodiment, thesocial gaming server may generate the gaming information for a game ofchance. Once generated, the gaming information may be streamed toreproduce the game of chance on a display of a user device. In oneembodiment, the stream may be initiated when a player begins to play thegame of chance. The game of chance may be played on any type of gamingmachine, portable or mobile gaming device, electronic gaming table,electronic blackjack table, electronic roulette table, kiosk,interactive TV, tablet computer, or the like. In another embodiment, thestreaming of the game of chance may be initiated following receipt of aninput by the player playing the game of chance to begin streaming. Forexample, the player may initiate the streaming of the game of chance byselecting a streaming option on the GUI.

The streaming of the gaming information may result in a real timereproduction of the game of chance on a display of a user device. Asactivity occurs as the player plays the game of chance, gaminginformation is generated whereby at least a portion of the gameinformation may be streamed to a user device of at least one socialgaming user. When the at least a portion of the gaming information isstreamed to the at least one social gaming user, everything presented onthe gaming machine may be reproduced and instantiated on a display of auser device of the at least one social gaming user.

In one embodiment, the at least a portion of the gaming information maybe transmitted via a video feed. A camera positioned on the gamingmachine may capture the activity of the game of chance in the videofeed. The video feed can be encoded and prepared for streaming using anycodec or technology commonly used to stream video over a network suchas, but not limited to, Flash video and HTML 5. In another embodiment,the at least a portion of the gaming information may be transmitted viaa digitally animated recreation of the game of chance. The streaming ofthe at least a portion of the gaming information may include anycombination of textual, audio, or visual information.

At least one remote user may be authorized to access the stream at 504.The at least one remote user may be a social contact associated with theplayer playing the game of chance. In one embodiment, the at least oneremote user may be stored in a contacts database maintained by a socialcontacts manager of the social gaming server (as illustrated in FIGS. 2Aand 2B). The social gaming server may verify or authenticate the atleast one remote user by comparing the at least one remote user to alist of social contacts in the contacts database.

In another example, the at least one remote user may be compared to alist of contact stored in a third party server. For example, the thirdparty server can be any social networking server that manages contacts.The social gaming server can transmit a verification request to thethird party server. A confirmation or non-confirmation may betransmitted to the social networking server from the third party server.Upon receipt of a confirmation or verification from the third partyserver, the social gaming server may authorize the at least one remoteserver to access the stream at 504.

In another embodiment, the at least one remote user need not be a socialcontact and may be authorized to access the stream via an identifier.The identifier can be a password, personal identification number (PIN),code, key file, or other similar form of identification or identifier.For example, if remote player A is sitting next to player B paying agame of chance and player A would like to view Player B's game, Player Amay transmit a request to view Player B's game of chance to the socialgaming server. The social gaming server can transmit a request foridentification to the at least one remote user via electronic mail, textmessage, phone call, or any other identification and/or verificationmethods. For example, the social gaming server may transmit a requestfor Player B's player tracking number and PIN. Player B may input andtransmit the information to the social gaming server. The social gamingserver may then compare and/or verify Player B's information withinformation stored in the social gaming server, player tracking server,or any other server or database.

In still another embodiment, the identifier can also be a uniqueshortcode address or a unique URL. The unique shortcode address or theunique URL may be generated by the social gaming server. The socialgaming server can transmit the unique shortcode address or the uniqueURL to a phone number, an email address, or the like, provided by theplayer. Upon receipt of the identifier, the at least one remote user mayaccess the stream of the game of chance using the identifier. In otherwords, at least a portion of the gaming information may be streamed to auser device of the at least one remote user when the at least one remoteuser accesses the identifier.

FIG. 6 illustrates a flow diagram of an example method for selecting aremote user. The method 600 can be performed by the social gaming server(as illustrated in FIGS. 1-2) or any other server. An input for aselection of a remote user may be received at 600. The remote user maybe any social gaming user as described above such as the local user,remote user, or third party user as illustrated in FIG. 1. The remoteuser may be selected to participate or interact in a game of chance.

The input for a selection of a remote user may be made from a socialcontact list (illustrated in FIGS. 10-13) presented or displayed on aGUI of the gaming machine. The gaming machine can transmit the input tothe social gaming server, game server, or any other server. In anotherembodiment, the input may be a username, an alias, an email address, aphone number, or some other identifier that identifies the remote user.

Once the input for a selection of a remote user is received at 602,input by a user device of the remote user may be enabled at 604.Enabling the input may allow the remote user to participate, interact,and/or observe the game of chance. The input may be based on the typeand theme of game. For example, by enabling input from the user device,the remote user may participate by spinning a bonus spin in a socialgaming session. In another example, enabling input from the user devicemay allow the remote user to “hit”, “double down”, or “stay” in ablackjack social gaming session.

A determination is then made as to whether input is received from theremote user within a predetermined period of time at 606. Thepredetermined period of time may be set by the social gaming server, theplayer, or any other device or person. If input from the remote user isreceived within a predetermined period of time at 606, the input may beimplemented at the gaming machine at 608. For example, if the remoteuser participates by spinning a bonus spin, the reels may be presentedas spinning on the gaming machine. In another example, if the inputreceived from the remote user is a “hit” for a video blackjack game ofchance, the player may receive another card in the video blackjack game.In another example, if the game of chance is video poker, the inputreceived from the remote user may be to draw at least one card. Thus, anadditional card may be provided and displayed on the gaming machine.

If no input is received from the remote user at 606, the player may benotified that no input was received at 610, the input may be disabled at612, and a determination may be made as to whether a new remote userselection was received at 614. In one embodiment, the player can receivea notification, such as an alert, a popup, a message, or any other formof notification, on a GUI of the gaming machine. In another embodimentthe notification may occur on a user device of the player such as a textmessage. The notification may contain any combination of text, graphics,symbols, or indicia to notify the player that no input was received fromthe remote user. If a new remote user selection was received at 614,input for the user device of the remote user may be enabled at 604.

FIG. 7 illustrates a flow diagram of an example method for playing agame of chance with remote participation. A game of chance may be playedon, for example, a gaming machine. The gaming machine may be a slotmachine, mobile gaming device, electronic gaming table, electronicblackjack table, electronic roulette table, kiosk, interactivetelevision, tablet computer, or the like. The method 700 may begin witha determination of whether a remote input or participation for a game ofchance should be enabled at 702. In one embodiment, the gaming machinemay enable the remote input by prompting the player to enable the remoteinput using the GUI. The gaming machine may then await for confirmationof the remote input from a remote user or at least one social gaminguser. In another embodiment, the gaming machine may not have to promptthe user. The gaming machine can enable the remote input upon receipt ofa remote input enablement request from the player without the user beingprompted.

If it is determined the remote input should be enabled 702, the remoteinput can be configured at 704. The configuring may customize whatremote input is available and tailor the remote input to a type of thegame of chance. For example, if the game of chance is video blackjack,the remote input may be configured to limit the remote input to ablackjack action such as hit, stand, double down, split, or otheractions associated with a game of blackjack. Configuring the remoteinput may also initiate a steaming of the gaming information to a userdevice as discussed above with reference to FIG. 5.

The player may play the game of chance on a gaming machine at 706. Asthe player plays the game a chance, a determination may be made as towhether a request for remote input for the game of chance be made at710. In other words, as the player plays the game of chance, events mayoccur whereby the player would like participation or help from at leastone social gaming user. In one embodiment, the player may request that asocial gaming user assist or participate in playing the game of chance.In another embodiment, the gaming machine may prompt and ask the playerwhether he or she would like to allow others to assist in playing thegame of chance. The gaming machine can offer the player the option torequest the remote input for every gaming action, for a random gamingaction, or for a predetermined gaming action. The player can accept ordeny the remote input request prompt.

If it is determined that the remote input for the game of chance isrequested at 710, a remote user may be selected at 712 to participate inthe game of chance. In one embodiment, the remote user may be at leastone social gaming user stored in a contacts database (as illustrated inFIGS. 2A and 2B). The player can make a selection of the remote user ina social contact list presented on a GUI (as illustrated in FIGS.10-13). In another embodiment, the player can select the remote user byentering a username, an alias, an email address, a phone number, or someother identifier that identifies the remote user.

A remote input request may then be transmitted to the remote user at714. The remote user may receive the remote input request on a userdevice such as a computing device, a portable electronic device, oranother gaming machine. The remote user may then deny or accept theremote input request.

If remote input from the remote user is received within a predeterminedperiod of time at 716, the remote input may be processed and used toplay the game of chance at 718. In one embodiment, the remote input maybe an acceptance of the remote input request transmitted at 714. Inanother embodiment, the remote input may be an action to play the gameof chance.

For example, if the game of chance is a slot game, the remote inputrequested may be to initiate a free spin. In another example, if thegame of chance is video blackjack, the remote input requested can be tohit, stay, or double down. The remote input may be any input to advancethe game of chance.

If no input from the remote user is received within a predeterminedperiod of time at 716, another determination may be made as to whetherthe player would like to request remote input for the game of chance at710.

A determination may be made as to whether playing the game of chance isto continue at 720. The game of chance may continue if the player makesanother wager, if the player won a bonus game, if additional bonusawards were won, and the like. Another determination of whether theremote input is enabled is made at 724.

FIG. 8 illustrates a flow diagram of an example method for managingsocial awards. The method 800 may begin by initiating a game at 802. Inone embodiment the game is a game of chance. The game of chance can beany type of primary game of chance such as reel-based slot games, videopoker, video blackjack, lottery games, electronic table games, or anyother games of chance. The game of chance may be initiated on a gamingmachine following receipt of a wager from a player. In anotherembodiment, the game is a non-gaming social game. The non-gaming socialgame may be hosted by a third party server, a local social game managerof a social gaming server (as illustrated in FIGS. 2A and 2B), or anyother server capable of hosting and managing a non-gaming social game.The non-gaming social game may initiated upon accessing or logging intothe third party server, a local social game manager, or any other servercapable of hosting and managing a non-gaming social game.

Once initiated, a determination is made as to whether a social award isearned at 804. A social award may be earned by any known awardtriggering events based on the type or theme of game. For example, anaward may be triggered for winning a particular game session, winning acertain number of times over a predetermined period of time, winning acertain amount of credits in a particular round of the game, winning acertain monetary amount, achieving a certain game pattern, achieving afree bonus round, winning a certain total monetary amount, obtaining aroyal flush, or the like.

In another embodiment, an award triggering event may be a loss. Forexample, an award may be triggered by losing a particular round of thegame of chance, losing a certain number of times over a predeterminedperiod of time, losing a certain amount of credits in a particular roundof the game of chance, losing a certain total monetary amount, or thelike.

In yet another embodiment, an award may be triggered by achieving orobtaining a particular outcome. For example, in a slot game, an awardtriggering event may be obtaining six cherry symbols on a plurality ofreels without winning a pay line. In another example, in a video pokergame of chance, an award may be triggered by obtaining a pair of queensin five consecutive hands.

If a social award is earned at 804, the social award may be generated at806. In one embodiment, a social awards manager (as illustrated in 2B)may be configured to generate the type of social award won. The awardcan be any type of gaming or non-gaming award. A gaming award may be,for example, a monetary award, at least one free spin, a multiplier,earning a plurality of points, triggering a bonus event, and the like. Anon-gaming award can be, for example, a digital enhancement for thesocial gaming user interface on the user device and/or on the gamingmachine. The digital enhancement can be a wallpaper, a background, asong, new avatar, a picture, any type of other visual and/or auditoryaesthetic prizes, movie tickets, food coupons, and the like. Thenon-gaming award may also be a virtual good. The virtual good can beused in a non-gaming social game hosted by a third party server or thelocal social game manager of the social gaming server. The social awardsmanager may store the gaming awards in an awards database \and thenon-gaming awards in a non-gaming awards database.

A determination may be made to save the social award at 808, transferthe social award at 812, or redeem the social award at 816. If theplayer would like to save and keep the social award, the social awardmay be saved at 810. In one embodiment, the social award may be saved inan awards database or non-gaming awards database (as illustrated in FIG.2B) based upon the type of award. In another embodiment, the socialaward may be saved in a third party server (as illustrated in FIG. 1).When saved, the social award may be associated with the player.

If the social award is not saved at 808, the social award may betransferred at 812. In one embodiment, the social awards manager can beconfigured to determine if the award is to be transferred to a remoterecipient. In one embodiment, the social awards manager can determine ifthe award is to be transferred if the social awards manager receives auser transfer request to transfer the award to another player. The usertransfer request can be made by the user currently in possession of theaward. In another embodiment, the social awards manager may receive aremote transfer request for the award by a social gaming user not inpossession of the award. The social awards manager may transmit therequest to the user currently in possession of the award and awaitapproval of the transfer request from the user currently in possessionof the award. If the social awards manager receives an approval for thetransfer request, the social awards manager may transfer the award tothe social gaming user at 814. The social awards manager can beconfigured to modify ownership of the award entry in either the awardsdatabase or the non-gaming awards database. If a denial for the transferrequest is received by the social awards manager, then the social awardsmanager determines not to transfer the award at 812.

When the social award is not transferred at 812, a determination is madewhether to redeem the social award at 816. In one embodiment, the socialawards manager can be configured to determine if the award is to beredeemed. For example, the player or at least one social gaming user maybe prompted to redeem the social award or not. The player or at leastone social gaming user may then deny or accept the prompt. If anacceptance to redeem the social gaming award is received at 816, thesocial award may be redeemed at 818. If a denial to redeem the socialgaming award is received at 816, the determination as to whether to savethe social award at 808 may be repeated.

Once the social award is redeemed at 818, a determination as to whetherto end the game may be made at 820. The game may end if the playerdecides to stop playing the game, no credits remain, the game ends, orthe like.

FIG. 9 illustrates a front view of an example gaming machine. Althoughthe example gaming machine is illustrated as a slot machine, this is notintended to be limiting as the gaming machine may be a slot machine,mobile gaming device, electronic gaming table, electronic blackjacktable, electronic roulette table, kiosk, interactive television, tabletcomputer, or the like. A gaming machine 900 may have a main display 908.The main display 908 may display any type of primary game of chance uponreceipt of a wager from a player. For example, the main display 908 maydisplay reel-based slot games, video poker, video blackjack, lotterygames, or any other games of chance. In one embodiment, the main display908 may display other types of text and graphics, including videos, paytables, advertisements, secondary games, bonus games, player trackinginformation, announcements, or any other type of text and graphic.

The gaming machine 900 may have a player interface to play the primarygame of chance and interact with the social gaming interface. In oneembodiment, the player interface may include any type of actuatingdevice such as buttons 912 or a lever 910. In another embodiment, themain display 908 may be the player interface. For example, the playerinterface may be a touch screen display configured to present a GUI andreceive an input from the player. The player interface may be any typeof input mechanism capable of allowing a player to select options, playthe primary game of chance, play a bonus game, or enter any other playerinput. For example, pushing a button 912 or pulling a lever 910 mayprompt the gaming machine 900 to begin a spin of a reel in a slot gameto play a primary game of chance. In another example, a player may usethe touch screen display to enter player account information. In yetanother example, a player can use the touch screen display to select asocial contact to remotely participate in a game of chance. The gamingmachine 900 may also have speakers 906, lights, or other output devices.

The gaming machine 900 may also have a TITO (Ticket In, Ticket Out)system. TITO uses tickets encoded with monetary amounts, which can beconverted into credits to be played in the gaming machine 900 wheninserted into the gaming machine 900. The gaming machine 900 may have abill acceptor 918 configured to receive the tickets. The gaming machine900 may also have a ticket printer 914 configured to print out similartickets encoded with the amount of credits remaining on the gamingmachine 900 when the player desires to no longer play the gaming machine900 and cash out.

The bill acceptor 918 may also be configured to receive currency, forexample paper bills. The gaming machine 900 may also have a mechanism toaccept currency in other forms such as coins, vouchers, smart cards,electronic funds, and the like. The currency can then be converted intocredits to be played on the gaming machine 900. The gaming machine 900may have a credit dispenser 920 where the credits on the gaming machine900 can be cashed out when the player desires to no longer play thegaming machine 900.

The gaming machine 900 may have a player tracking device 916 configuredto receive a player loyalty card. Casinos may issue players a playerloyalty card for player tracking and rewarding purposes. The playerloyalty card may be associated with a player account. Player accountdata may be stored on a network server (e.g. a player tracking server),which may be on a network database server configured to communicate withthe gaming machines in the casino. The network may be a client-servernetwork, a peer-to-peer network, a wired or wireless network, a widearea network (WAN), a local area network (LAN), or any other type ofnetwork. The player may insert his or her player loyalty card into theplayer tracking device 916 to log into the player's account. Data aboutthe player's play, such as outcomes, bet amounts, time played, or anyother type of information, may be saved over the network to anon-volatile memory at a player tracking server or any other networkserver. The player's account may be also be used to associate the playerwith the at least one social gaming user, social awards, and any otherdata or information.

The gaming machine 900 can have a secondary display 904. The secondarydisplay 904 may also display other text and graphics, including videos,pay tables, advertisements, secondary games, bonus games, playertracking information, announcements, or any other type of text andgraphic. The secondary display 904 can potentially display any type ofgame of chance such as reel-based slot games, video poker, videoblackjack, lottery games, secondary games of chance or any other type ofknown games of chance. The secondary display 904 can be a liquid crystaldisplay screen, cathode ray tube monitor, projection, organiclight-emitting diode screen or any other type of display device.

FIG. 10 illustrates an example graphical user interface. The GUI 1000may be presented on any display of a gaming machine, such as a maindisplay or a secondary display of a slot machine (as illustrated in FIG.9), display of a mobile gaming device, or the like. The GUI 1000 mayinclude a game of chance window 1006, a information window 1004, asocial contact list 1002, a social gaming communications window 1022,and a social gaming log 1028. The social gaming interface 1000 mayvisualize a social game session for a player and provide the player withinformation regarding the social game session, a game of chance, and aplurality of social contacts. The player can interact with the socialgaming interface 1000 using a player interface of the gaming machine. Inone embodiment, the player interface can be at least one button, akeyboard, or any similar input mechanism. In another embodiment, theplayer interface may be a touch screen display configured to receiveinput from the player.

The game of chance window 1006 can display any type of game of chanceupon receipt of a wager from the player. For example, the game of chancewindow 1006 may display reel-based slot games, video poker, videoblackjack, lottery games, electronic table games, or any other types orthemes of games of chance. The information window 1004 can displayinformation related to the game of chance. The information displayed inthe information window 1004 can include a wager amount 1050, totalcredits 1054, pay lines 1052, or any other gamin information. In oneembodiment, the information window 1004 may be a standalone window asillustrated in FIG. 10. In another embodiment, the information window1004 can be integrated into the game of chance window 1006.

The social contact list 1002 can display and provide the player accessto a plurality of social contacts. In other words, the social contactlist 1002 may provide a list of at least one social gaming userassociated with the player. The listing of at least one social gaminguser may be obtained from, for example, the social contacts manager(illustrated in FIGS. 2A and 2B), a third party server (illustrated inFIG. 1), or any or server or database used to store a contact list.

The social contact list 1002 may include a plurality of controlsconfigured to manipulate the social contact list 1002. In oneembodiment, the plurality of controls can be a sort button 1016 and asearch button 1018. In another embodiment, the actuation of the sortbutton 1016 may order the plurality of social contacts. For example,pressing the sort button 1016 can sort the plurality of social contactsalphabetically, by type, by groups, by player preferences, availability,or the like. The search button 1018 may allow the player to search for aparticular social gaming user using any known searching methods.Although FIG. 10 is illustrated only with the sort button 1016 and thesearch button 1018, this is not intended to be limiting as the socialcontact list 1002 may have other controls such as a joystick, speakerand microphone for audio interaction, and the like.

The plurality of social contacts can be represented by alpha-numerictext such as, but not limited to, name 1010 a, email address 1010 b,phone number 1010 c, or an alias 1010 d. Although the plurality ofsocial contacts are illustrated in FIG. 10 as being represented byalpha-numeric text, this is not intended to be limiting as the pluralityof social contacts in the social contact list 1002 may also berepresented by pictures, icons, unique identifier, or other indicia.Each of the plurality of social contacts can be associated with a socialcontact status indicator 1008. Although the social contact statusindicators 1008 a-n are illustrated as black and white geometric shapes,this is for illustrative purposes only and not intended to be limiting.For example, hashed lines, different colors, different shapes, and thelike may be presented. In one embodiment, a filled-in circular indicator1008 a can represent a particular social contact is active in the socialgame session hosted by the player. In another embodiment, an emptycircular indicator 1008 b may represent a particular social contact hasconnected to a social gaming system, but is not active in the socialgame session hosted by the player. In yet another embodiment, an emptysquare indicator 1008 c can represent a particular social contact hasnot connected to the social gaming system and is not active in thesocial game session hosted by the player.

The social contact list 1002 may include a plurality of social contactoptions. The plurality of social contact options may be configured toallow the player to perform a variety of social gaming actions such asviewing a social contact profile, messaging a social contact, inviting asocial contact to join a social game, requesting a remote participationinput, transferring a social gaming award, and the like. In oneembodiment, the plurality of social contact options 1050 may be arrangedin a menu listing the various options and include an option indicator1020 to indicate which social contact option in the menu has beenselected by the player. The option indicator 1020 may be, but is notlimited to, an arrowhead as illustrated in FIG. 10. Other shapes,indicators, and the like may be used. Available social contact optionmay be indicated by text formatting, colors, or other indicia. Forexample, in the social contact option 1050, a profile may be viewed forZack as indicated by “View Profile” 1014 a. Unavailable social contactoptions may be indicated by text formatting, colors, or other indiciadifferent from that of available social contact options. For example, astrikethrough 1014 b can indicate inviting the social contact Zack isunavailable to the player.

In one embodiment, the social contact options 1050 may appear in thesocial contact list 1002 upon receipt of an input on the gaming machine.For example, the input may be selection of an “option” indicatorpresented on the GUI. In another example, the input may be a selectionof one of the at least one social gaming users. The input may be a tap,double tap, press and hold, swipe, slide, or other input.

The social gaming communications window 1022 can include a sessionparticipant area 1026 and a communications area 1024. The sessionparticipant area 1026 may contain a list of all contacts participatingin the social game session. In one embodiment, the contacts may belisted using alpha-numeric text, as illustrated in FIG. 10. In anotherembodiment, the contacts can be listed using visual indicators such aspictures, logos, icons, graphics, real-time video feed and other staticand dynamic visual indicia or methods. The communications area 1024 mayconvey communication between the contacts participating in the socialgame session. In one embodiment, the communication may be text based andthe communications area 1024 can be similar to instant messaging or chatrooms. In another embodiment the communication can be video chat based.In one embodiment, if the communication is video chat based, the sessionparticipant area 1026 and the communications area 1024 can be merged inone display area. The social gaming communications window 1022 may thencontain a plurality of sections, each section contain a real-time videofeed for each contact. Audio from the video chat based communication mayplay through at least one gaming machine speaker. In one embodiment, thevideo chat based communication can be supplemented with texttranscription. The text transcription may be similar to known instantmessaging or chat rooms.

The social gaming log 1028 may display a plurality of events 1030 from asocial game session. The plurality of events 1030 can include, but isnot limited to, an entrance into the social game session by a contactparticipating in the social game session, an exit from the social gamesession by a contact participating in the social game session, aselection of one of the contacts for remote participation, a result ofthe remote participation, a procurement of an award, and the like. Inone embodiment, the social gaming log 1028 may be a standalone window asillustrated in FIG. 10. In another embodiment, the social gaming log1028 can be integrated into the social gaming communications window1022.

FIGS. 11A and 11B illustrate one embodiment of an example remotegraphical user interface presented on a portable electronic device.Referring to FIG. 11A, a remote GUI 1120 can be presented on a display1104 of a portable electronic device 1102. Although FIG. 11A isdescribed in reference to portable electronic devices, the GUI 1120 canbe presented on a display of any user device such as computing devicesor gaming machines. The portable electronic device 1102 can be a mobilephone, a portable media player, a personal digital assistant, a portablegaming device, or any other similar device. In one embodiment, thedisplay 1104 can be a liquid crystal display screen, organiclight-emitting diode screen or any other type of display device found inportable electronic devices. The display 1104 can have touch screencapabilities that may allow a user to manipulate the remote socialgaming interface 1120. In another embodiment, the portable electronicdevice 1102 may also have physical buttons or keys 1106 that can alsoallow the user to manipulate the GUI 1120. In still another embodiment,the buttons or keys may be virtually presented on the display 1104.

The remote social gaming interface 1120 may include a remote game ofchance window 1110 and a remote information window 1108. The remote gameof chance window 1110 can display a representation of the game of chancebeing played on a gaming machine by a player. The game of chance may bereel-based slot games, video poker, video blackjack, lottery games,electronic table games, or any other primary games of chance. In oneembodiment, the remote game of chance window 1110 may display areal-time stream of the game of chance from the gaming machine. If thegame of chance is digitally displayed on the gaming machine, thereal-time stream may mirror a display of the gaming machine on theremote game chance of window 1110. For example, if the game of chanceinvolves physical reels, cards, dice, or similar gaming objects, acamera may capture activity of the game of chance. The real-time streamcan be generated using flash video technology, HTML 5, or other codecsand technology commonly used for streaming video over a network. Inanother embodiment, the remote game of chance window 1110 may display areal-time animation of the game of chance. For example, if the game ofchance is a reel-based slot game with a plurality of physical reels, theremote game of chance window 1110 may show a digitally animatedrecreation of the plurality of physical reels. In yet anotherembodiment, the remote game of chance window 1110 may display aplurality of significant events from the game of chance posted by thesocial gaming server.

The remote information window 1108 can display information related tothe game of chance. The information displayed in the remote informationwindow 1108 can include a wager amount 1130, total credits 1132, paylines 1134, or any other information typically associated with a primarygame of chance. In one embodiment, the remote information window 1108may be a standalone window as illustrated in FIG. 11A. In anotherembodiment, the remote information window 1108 can be integrated intothe remote game of chance window 1110.

The GUI 1120 may include a remote social gaming communications window1112. The remote social gaming communications window 1112 may contain alist of at least one contact that may be selected to participate in thesocial game session. The at least one contact may be any one orcombination of the local user, remote user, or third party user asillustrated in FIG. 1. In one embodiment, the contacts may be listedusing alpha-numeric text. In another embodiment, the contacts can belisted using visual indicators such as pictures, logos, avatars, icons,graphics, real-time video feed and other static and dynamic visualindicia or method. The remote social gaming communications window 1112may convey communication between the contacts participating in thesocial game session. In one embodiment, the communication may be textbased. In another embodiment the communication can be a video chat withan optional text transcription.

The GUI 1120 may include a contact list 1118. The contact list 1118 candisplay a list of contacts for selection by the player. In oneembodiment, the plurality of social contacts can be represented byalpha-numeric text such as, but not only, a name, an email address, aphone number, or an alias. In another embodiment, the plurality ofsocial contacts in the contact list 1118 may be represented by pictures,icons, avatars, or other indicia. Although not illustrated, each contactmay be associated with a status indicator, options, and the like asdiscussed with reference FIG. 10.

The GUI 1120 may include a social game session list 1116. The socialgame session list 1116 can list any active social game sessions thecontact is currently participating or observing. The contact may beconnected to a first social game session and may be able to join orobserve a second social game session. Upon joining the second socialgame session, content from the remote game of chance window 1110, theremote information window 1108, and the remote social gamingcommunications window 1112 may switch from that of the first social gamesession to that of the second social game session. The social gamesession list 1116 may also updated to reflect the current social gamesession.

The GUI 1120 may include a remote input indicator 1114. FIG. 11Aillustrates the remote input indicator 1114 in an inactive mode. In thisembodiment, the remote input indicator 1114 is illustrated in dashedlines. However, this is not intended to be limiting as the remote inputindicator 1114 may be indicated as being inactive by any otherpresentation such as being faded, visibly faint, unfilled, blacked out,and the like.

When inactive, the remote input indicator 1114 can indicate that theplayer has not selected the contact to make the remote input or that theremote input has not been enabled on the portable electronic device.

Although the inactive remote input indicator 1114 is illustrated with aspin label, this is not intended to be limiting. The remote inputindicator may be based upon the type and theme of the social gamesession. For example, if the social game session is a video blackjack,the remote input indicator may have a “hit”, “stay”, and “double down”label.

Referring now to FIG. 11B, the GUI 1120 may have an active remote inputindicator 1154. When active, the remote input indicator 1154 canindicate that the player has selected the contact to make the remoteinput and/or that the remote input indicator 1154 has been enabled onthe portable electronic device 1102. As illustrated, the active remoteinput indicator 1154 may be solid to represent activeness. In anotherembodiment, a border of the active remote input indicator 1154 may besolid to represent activeness. In yet another embodiment, the activeremote input indicator 1154 may be a predetermined color to representactiveness. For example, the active remote input indicator 1154 can bered. In still another embodiment, the active remote input indicator 1154may blink to represent activeness.

Moreover, the remote social gaming communications window 1112 mayindicate the contact has been selected to participate in the socialgaming session. As illustrated, “JERRY has requested that you spin thereels” may be presented.

A timer 1152 may be presented on the GUI 1120. The user may have apredetermined period of time to participate in the social gamingsession. The timer 1152 may inform the user of the time left toparticipate. For example, the user may have one minute forty-two secondsto participate in the social gaming session by selecting the remoteinput indicator 1154. The portable electronic device 1102 may refreshthe timer 1152 as the amount of time left decreases. The timer 1152 maycontinue to refresh until the amount of time left decreases to “0”. Thetimer 1152 may be presented using digital numbers, clock face, or anyother time representation. In one embodiment, the timer 1152 can simplydisplay the total amount of seconds. In one embodiment, the timer 1152may be visible when the remote input indicator is active.

When selected by the contact, the portable electronic device 1102 cantransmit the remote input from the portable electronic device 1102 to asocial gaming server, a gaming server, or a gaming machine via a network(as illustrated in FIGS. 1 and 2).

FIG. 12 illustrates another embodiment of a graphical user interfacepresented on a portable electronic device. A remote social gaminginterface 1210 can be presented on a display 1204 of a portableelectronic device 1202. Although FIG. 12 is described in reference toportable electronic devices, the remote social gaming interface 1210 canbe presented on a display of any user device as discussed above.

The remote social gaming interface 1210 may include a plurality ofsocial game session monitoring windows 1208-1208 n. While FIG. 12 isillustrated with two social game session monitoring windows, this is notintended to be limiting as the GUI 1210 may include any number of socialgame session monitoring windows. Each of the plurality of social gamesession monitoring windows 1208-1208 n may monitor a different socialgame session. Each of the plurality of social game session monitoringwindows 1208-1208 n may include, but is not limited to, a remoteinformation window and a remote social gaming communications window fora particular social game session.

A new social game session monitoring window 1208 a-1208 n may begenerated when the user joins a new social game session. In oneembodiment, upon the user joining the new social game session, theremote social gaming interface 1210 can resize existing social gamesession monitoring windows 1208 a-1208 n to accommodate the new socialgame session. In one embodiment, the GUI 1210 may automatically beresized to equally allocate space for each social game sessionmonitoring window 1208-1208 n. 1208-1208 n For example, for two socialgame session monitoring windows 1208-1208 n, each window 1208-1208 n maybe allocated half of the GUI 1210. If the contact joins a new socialgame session, the GUI 1210 may divide and present each social gamingsession monitoring window 1208-1208 n on one third of the GUI 1210.Thus, the social gaming session monitoring windows 1208-1208 n are equalin size.

In another embodiment, the plurality of social game session monitoringwindows 1208-1208 n may be different sizes. The size of each gamesession monitoring window 1208-1208 n may depend upon any number offactors including, but not limited to, user preference, level ofactivity, wager amount, or request for a remote participation input. Forexample, for game sessions having a lower credit amount, the gamesession monitoring window 1208-1208 n may be smaller than a game sessionhaving a larger credit amount. In another example, the user may manuallyallocate the size for each social game session monitoring window1208-1208 n.

FIG. 13 illustrates yet another embodiment of an example graphical userinterface presented on a display of a portable electronic device. TheGUI 1320 can be presented on a display 1304 of a portable electronicdevice 1302. The portable electronic device 1302 may have physicalbuttons or keys 1306 that can also allow the contact to manipulate theGUI 1320. The GUI 1320 may include a remote game of chance window 1310and a remote information window 1308 similar to the GUI illustrated inFIGS. 10-12.

The remote game of chance window 1310 may display a real-time stream ofthe game of chance being played by JERRY. The real-time stream maymirror a display of the gaming machine on the remote game chance ofwindow 1310. The streaming of at least a portion of game informationfrom the gaming machine may be transmitted by a game server, a socialgaming server, or any other server. In one embodiment, the remote gameof chance window 1310 may display a plurality of events from the game ofchance posted by the social gaming server. As illustrated, “SPIN BUTTONactive for next 2 min.” is an event that is currently occurring.

The remote information window 1308 can also display information relatedto the game of chance, a remote social gaming communications window1312, a remote social contact list 1318, a social game session list1316, a remote input indicator 1314, as discussed above. The GUI 1320may also have an award notification 1322 to inform the user that anaward has been earned. The award notification 1322 may become visiblewhen the player or the user has earned an award as discussed in detailabove. Although the award notification 1322 is illustrated in FIG. 13 ontop of the remote game of chance window 1310, this is not intended to belimiting as the award notification 1322 can be presented or displayedanywhere in the GUI 1320 on the display 1304. In one example, the awardnotification 1322 may include a description 1324 describing the awardsuch as “YOU EARNED A 5× MULTIPLIER”. The award notification 1322 mayalso include graphics such as, but not only, an icon to visuallyrepresent the award.

The GUI 1320 may alternatively display an award icon 1326. The awardicon 1326 may indicate that the user received a new award. The awardicon 1326 can be any graphic, logo, or picture that can represent theaward. For example, if the user earns a 5× win multiplier by remotelyparticipating in the game of chance, the award icon 1326 can be a boxprinted with a “5×” indicia. In one embodiment, the contact may receivethe new award simply by participating in the social game session. Thecontact may also receive the new award because the player gifted the newaward to the contact.

In one embodiment, the contact may select the award icon 1326 toassociate and save the award for the contact, transfer the award back tothe player, or redeem the award as discussed in detail in FIG. 8.

FIG. 14 illustrates another example of a social gaming system. Thesocial gaming system 1400 may include a social gaming server 1408, atleast one gaming machine 1404 a-1404 n, and at least one remote user1402 a-1402 n. The social gaming server 1408 and the at least one gamingmachine 1404 a-1404 n may be within a local gaming environment. Examplegaming environments may be a casino, grocery stores, gas stations, andany other establishment having gaming machines.

Communication between the social gaming server 1408, the at least onegaming machine 1404 a-1404 n, and the at least one remote user 1402a-1402 n may be conducted through a network 1410 via any combination ofwired networks, wireless communication technology, and cellularnetworks. A wired network can use Category 5 cable, Category 6 cable,fiber optic cable, coaxial cable or other cable types typically used forcomputer networks. Examples of wireless communications technology mayinclude, but is not limited to, Wi-Fi and Bluetooth. Cellular networksmay use CDMA, GSM, or any other common mobile network standards totransmit data at 2G, 3G, 4G or any other data transmission speeds.

The social gaming server 1408 may be configured to distribute ortransmit a primary game of chance to the at least one gaming machine1404 a-1404 n and/or the at least one remote user 1402 a-1402 n. Theprimary game of chance may be reel-based slot games, video poker, videoblackjack, electronic table game, lottery games, or any other games ofchance. The social gaming server 1408 may be configured to monitor theprimary game of chance presented and played on the at least one gamingmachine 1404 a-1404 n. For example, the social gaming server 1408 maymonitor whether a bonus game triggering event has occurred in theprimary game of chance, whether a jackpot triggering event has occurredin the primary game of chance, and other game of chance events.

The at least one remote users 1402 a-1402 n may be any device used by auser and configured to and/or capable of communicating with the network1410. In one embodiment, the remote user 1402 a-1402 n may be located ina geographical location that is physically separated from or away fromthe at least one gaming machine 1404 a-1404 n and/or the gamingenvironment. In another embodiment, the at least one remote user 1402a-n can be a local user located within or on the premises of the gamingenvironment. For example, the remote user may be located in a restaurantin the gaming environment and can participate in the social game sessionusing a smart phone configured to communicate with the social gamingsever 1408. In another example, the at least one remote user 1402 a-1402n may be playing on another gaming machine 1404 a-1404 n whileparticipating in a social game session. In still another example, the atleast one remote user may be playing on an iPad™ while walking around ona cruise ship.

In one embodiment, the social gaming server 1408 may have a socialcontact manager 1414. Information or data associated with the at leastone remote user 1402 a-1402 n may be stored in the social contactmanager 1414 as one or more social contacts. The social contacts manager1414 may be configured to store and/or manage one or more socialcontacts 1402 a-1402 n for playing a game of chance on a gaming machine.In one embodiment, the one or more social contacts may be stored in acontacts database 1416. In another embodiment, the one or more socialcontacts may be stored on a third party server 1415. For example, thethird party server may be a social networking server configured tostore, manage, and associate the one or more social contacts with theplayer playing the game of chance on the at least one gaming machine1404 a-n. The social contacts manager 1414 may be configured to addcontacts, delete contacts, search for contacts, block contacts, andother similar administrative functions as desired by the user.

In one embodiment, the social gaming server 1408 may be configured togenerate a list of the at least one available remote user. The at leastone available remote user may be any remote users 1402 a-n that areavailable to participate, interact, and/or help the user play the gameof chance on the gaming machine 1404 a-n. In one embodiment, the atleast one available remote users 1402 a-1402 n may be any current remoteusers connected to the network 1410. For example, the at least oneavailable remote user may be logged onto or in communication with thesocial contact manager 1414. In another example, the at least oneavailable remote user may be playing a game of chance on the gamingmachine configured to communicate with the social gaming server 1408and/or the social contact manager 1414. In another example, the at leastone available remote user may be eating in a restaurant and prompted bythe remote user device, such as an iPad™, to connect to the socialcontact manager 1414.

The list of the at least one available remote user may be a list ofremote users 1402 a-n that are available to participate, interact,and/or help the user play a game of chance on the at least one gamingmachine 1404 a-n. The game of chance may be a primary game of chanceand/or a bonus game. Once the list of the at least one available remoteuser is generated, the social gaming server 1408 may be configured totransmit the list of the at least one available remote users to the atleast one gaming machine 1404 a-n (e.g. as discussed in FIGS. 19-26).The list may include at least information of each of the availableremote users such as electronic mail address, geographic location, username, assigned user name, password, and any other information.

The user may select at least one of the at least one available remoteusers 1402 a-1402 n presented on the list of the at least one availableremote users displayed on a display of the at least one gaming machine1404 a-n. Once selected, the social gaming server 1408 may be configuredto receive the selection of the at least one available remote user fromthe at least one gaming machine 1404 a-1404 n and distribute or transmitgaming information to the at least one selected available remote user1402 a-n. The gaming information may be gaming information about theprimary game of chance or the bonus game. For example, the social gamingserver 1408 may be configured to transmit gaming information about thebonus game such as a bonus game feature. The bonus game feature may beany feature used to play or enhance the bonus game. In one example, thebonus game feature may be a roulette wheel. In other words, a roulettewheel may be displayed on the at least gaming machine 1404 a-1404 n andeach of the at least one remote users may be prompted to spin theroulette wheel to participate and/or play a bonus game play. In anotherexample, the bonus game feature may be a dart throwing bonus gamewhereby players may be prompted to throw a dart at a dart board. In yetanother example, the bonus game feature may be a competitive game. Thecompetitive game may be any known competitive game, such as poker,blackjack, car racing, or any other competitive social game. In stillanother embodiment the bonus game feature may be a collaborative bonusgame. For example a plurality of remote users 1402 a-n may be used tojointly spin the roulette wheel (e.g. the more remote users that spinthe roulette wheel simultaneously, the faster the wheel spins), play afishing game (e.g. specifically catch a specific fish), and the like.

The social gaming server 1408 may be configured to transmit aninvitation to accept or decline the bonus game feature to the at leastone selected available remote user 1404 a-1404 n. In one example, theinvitation may include a prompt, button, or voice activated mechanism toinitiate the bonus game, such as a “YES” and/or “NO” indicator to acceptor decline the invitation. In another embodiment, if the at least oneremote user 1402 a-n is a local user, acceptance of the invitation maybe a click, tap, or any other type of sensory input provided on asensory device coupled to the at least one gaming machine 1404 a-1404 n.The sensory input may be transmitted to the social gaming server 1408for processing.

The social gaming server 1408 may be configured to wait up to apredetermined period of time for acceptance or decline of the invitationand/or a bonus game input associated with the bonus game. In oneexample, the predetermined period of time may be between about twoseconds to five minutes. In another example, the predetermined period oftime may be between one minute to three minutes. The predeterminedperiod of time may be presented in a timer window (e.g. timer window2008 illustrated in FIG. 20) to inform the user of the remaining timeleft to transmit an input.

The bonus game input may be initiated by the at least one of theselected remote users 1402 a. The bonus game input may be in response toa prompt initiated by the bonus game feature in order to play the bonusgame feature. The bonus game input may be a task, a bet, a selection ofcards, a click, a tap, or any other known bonus game input. In oneembodiment, the bonus game input is a spin of a roulette wheel. Inanother embodiment, the bonus game input is a card game wager. In stillanother embodiment, the bonus game input is a throwing of a dart. In yetanother embodiment, the bonus game input is racing of a car.

The bonus game information transmitted to the selected remote usersand/or 1402 a-n and/or the gaming machines 1404 a-n can include any gameinformation generated from playing the game of chance such that thesocial gaming server 1408 can reproduce the game of chance on a displayof any user device. For example, the gaming information may include, butis not limited to, number of credits, total amount of time spent playingthe gaming of chance at the gaming machine, notification of a win, loss,tie, push, and the like, amount won or lost, wager amount, award earned,notification of a remote input, pay table, and the like. The gameinformation may also be specific to a type of the game of chance beingplayed. For example, if the game of chance is an electronic card game,such as video poker or video blackjack, the game information caninclude, but is not limited to, cards held by the player, communalcards, and actions taken by the player such as hitting or drawing fornew cards and any other game information related to an electronic cardgame. If the game of chance is a slot game, the game information caninclude, but is not limited to, contents of the reels, lines beingplayed, notification of lines won, images on the reels, and any gameinformation related to a slot game.

The social gaming server 1408 may be configured to generate a bonus gametriggered by a bonus triggering event. The bonus game may be playedusing the bonus game feature. The social gaming server 1408 may transmitat least a portion of the gaming information to the at least oneselected remote user 1402 a-1402 n and the gaming machine 1404 a-1404 nto play the bonus game using the bonus game feature. For example, theportion of gaming information transmitted to the at least one selectedremote user 1402 a-n may include information about the bonus featureinput, bonus award, chat logs, and any other gaming information. Theportion of gaming information transmitted to the gaming machine 1404 a-nmay include the bonus feature input, chat logs, and any other gaminginformation.

The social gaming server 1408 may be configured to transfer a result ofthe bonus game to the at least one gaming machine 1404 a-1404 n and theat least one selected remote user 1402 a-1402 n. In one embodiment, thesocial gaming server 1408 can calculate the result of the bonus gamebased on the gaming information. In another embodiment, the socialgaming server 1408 may calculate the results of the bonus game based ona predetermined bonus game award distribution.

In one embodiment, the social gaming server 1408 may have a bonus gamemanager 1412. In another embodiment, the gaming machine 1404 a-n may, inaddition to or only, have a bonus game manager 1406 a-n. The bonus gamemanager may be configured to communicate with the social gaming server1408, gaming machines 1404 a-n, or any other server to distribute ortransmit the bonus game information. In yet another embodiment, thebonus game manager 1412 may be a separate and remote server or device.

The bonus game manager 1412, 1406 a-n may also be configured to generatethe list of at least one available remote user 1402 a-1402 n. In oneembodiment the bonus game manager 1412 may be configured to communicatewith the social contact manager 1414. In another example, the bonus gamemanager 1412, may be configured to manage the remote users 1402 a-n. Thebonus game manager 1412 may be configured to perform administrativefunctions, such as adding, deleting, searching, and blocking remoteusers 1402 a-n. The bonus game manager 1412, 1406 a-n may be configuredto transmit the list of available remote users 1402 a-1402 n to the atleast one gaming machine 1404 a-1404 n for display in a list of socialcontacts (e.g. list of social contacts 1914 as illustrated in FIG. 19).

The user may select at least one remote user and the gaming machine 1404a-n may transmit the selection to the bonus game manager 1412. The bonusgame manager 1412 may be configured to receive the selection of the atleast one remote user 1402 a-1402 n from the gaming machine 1404 a-1404n. The bonus game manager 1412 may then transmit a bonus game feature toeach of the at least one selected remote users 1402 a-1402 n. The bonusgame manager 1412 may be configured to wait a predetermined period oftime to receive an input from the at least one selected remote user 1402a-1402 n. The input may be any type of input, such as the bonus gameinput, acceptance or rejection of an initiation, and the like. In oneembodiment, the predetermined period of time may be between about twoseconds to five minutes. In another embodiment, the predetermined periodof time may be about between one minute to three minutes. Thepredetermined period of time may be presented in the timer window (e.g.timer window 2008 illustrated in FIG. 20) to inform the user of theremaining time to accept or decline the invitation. If no input isreceived, the invitation for the at least one selected remote user 1402a-1402 n may expire and the user may select another remote user and/orthe user may play the bonus game himself.

If the bonus game is played by the player and remote user, the bonusgame manager 1412 may be configured to determine the result of the bonusgame and transmit the results to the at least one gaming machine 1404a-1404 n and the at least one selected remote user 1402 a-1402 n. If thebonus game is only played by the player, the bonus game manager 1412 maybe configured to determine the result of the bonus game and transmit theresults to the gaming machine 1404 a-1404 n.

If the bonus game is won, the bonus game manager 1412 may distribute abonus game award, such as a cash award, player tracking points, freebuffet coupons, concert tickets, hotel stays, and the like. The bonusgame award may be any known type of bonus game award. In one embodiment,the bonus game award may be based on a type or a theme of the bonusgame. For example, if the bonus game is a fishing game, the bonus gameaward may be a free dinner at the seafood buffet.

In one embodiment the user may select at least one bonus award optionafter the at least one available remote user 1402 a-n accepts a bonusgame feature invitation, but prior to playing the bonus game. The usermay have the option of selecting at least one type of bonus game awardfrom a list of various types of bonus game awards. Once the userreceives notice that the at least one selected remote user accepted thebonus game invitation (e.g. FIG. 21A), the user may be prompted toselect the at least one type of bonus game award.

In one embodiment, the bonus award option may be based on a manner ofdistribution of the bonus award. For example, one distribution optionmay be to not share the bonus award with any of the remote usersparticipating in the bonus game. In another example, the distributionoption may be to receive the at least one remote user non-monetaryawards. In still another example, the award distribution option may bebased on percentages. For example, the user may elect the percentageamounts and/or the percentages may be predetermined. For example, theplayer may decide to share only 50% of the bonus award with the remoteusers that participated in the bonus game.

In yet another example, the bonus award option can be based on acompetitive game play. For example, if the bonus game feature is a carrace, the player finishing first will receive 50% of the bonus gameaward, the second place player will receive 30% of the bonus game award,and the third place player will receive 20% of the bonus game award.

FIG. 15 illustrates a flow diagram of an example method for real-timebonus game participation. The method 1500 can be performed by a socialgaming server (e.g. social gaming server 1408 as illustrated in FIG. 14)or any other server or device, such as a casino network server. Aprimary game of chance played on a gaming device may be monitored at1502. The gaming device may be a gaming machine, computing device suchas, but not limited to, a desktop computer, a laptop computer, a tabletcomputer, or a netbook computer. In another embodiment, the gamingdevice may be a portable electronic device such as a cell phone, a smartphone, a portable media player, a portable gaming device, a personaldigital assistant or the like. The primary game of chance could be areel-based slot games, video poker, video blackjack, electronic tablegame, lottery games, or any other games of chance.

If a bonus triggering event is triggered at 1504 then a list ofavailable remote users may be generated at 1506. If no bonus triggeringevent is triggered at 1504, then the primary game of chance played onthe gaming device may continue to be monitored at 1502.

The bonus triggering event may be based on a type and/or theme of thegame of chance played. In one embodiment, the bonus triggering event maybe triggered by any known bonus triggering events such as achieving ahigh score on the primary game of chance, achieving a unique combinationof numbers or symbols on the primary game of chance, or the like. If thebonus triggering event is triggered, in one embodiment the bonus gamemanager (e.g. bonus game manager 1412, 1406 a-n illustrated in FIG. 14)may generate the list of available remote user. However the list ofavailable remote user may be generated by any similar manager, server,or device such as the social gaming server 1408 illustrated in FIG. 14.

In one embodiment, the list of available remote users may consist of atleast one social contact associated with the player playing the game ofchance. For example, the at least one contact may be any remote userwithin a designated gaming area and available to participate in a bonusgame. For example the gaming area may be the casino floor, buffet room,or hotel lobby. The at least one social contact may be stored in acontacts database maintained by a social contacts manager of the socialgaming server (e.g. social contacts manager 1414 illustrated in FIG.14), a third party server, or any other remote server.

The list of available remote users may be transmitted to the gamingdevice at 1508 for selection by the user. The remote user list may bedisplayed on at least one display of the gaming device. (e.g. socialcontacts list 1914 illustrated in FIG. 19). If a selection of at leastone remote user is received at 1510 then the bonus game feature may bedistributed to the at least one selected remote user at 1512. The bonusgame feature may be distributed instantly or in substantially real-time.In one embodiment, the bonus game feature may be any bonus featuregrantable to the at least one remote user for use in play in a bonusgame. The bonus game feature may be any type of feature earned upontriggering of the bonus triggering event, such as at least one freespin, a multiplier earned for a predetermined number of game sessions, acompetitive card game played with the at least one remote user, and anyother known bonus features used to play a game of chance.

In one embodiment, the bonus game feature may be transmitted to a remoteuser associated with a portable electronic device. In another embodimentthe bonus game feature may be transmitted to a remote user associatedwith or playing on another gaming machine.

Transmission of the bonus game feature may include an invitation toaccept or reject the bonus game feature. The invitation to accept orreject may be an invitation to participate, interact with, or help playthe primary game of chance.

The invitation may include information such a as type of bonus feature,type of primary game of chance, a name of the user or player,predetermined period of time to accept or reject the invitation, and anyother desired information and data.

If the selection of at least one remote user is not received at 1510, adetermination may be made whether to wait at 1526 for a predeterminedperiod of time. If the predetermined period of time has not elapsed,then the method returns to 1510. During the predetermined period oftime, the list of at least one available remote user may be updated toreflect current available remote users until the selection of at leastone available remote user is made at 1510. This ensures that only theavailable remote users are selected to participate in the bonus gamesession.

If the determination is made that the predetermined period of time haselapsed at 1526, the player may play the bonus game in accordance with abonus game input at 1518. In other words, the player may play the bonusgame alone. In another embodiment, the bonus game feature may be savedto the players account for future game play rather than being played atthat moment.

A determination of whether a bonus game input is detected is made at1514. If a bonus game input is detected at 1514 the bonus game is playedin accordance with the bonus game input at 1518. The bonus game inputmay be any input that signifies that the remote user wants toparticipate in the bonus game session. In one embodiment, the bonus gameinput may be an acceptance or rejection of the bonus game invitation. Inanother embodiment, the bonus game input may be to initiate the bonusgame. For example, the user input may be to press a “Spin” button tospin a Wheel of Fortune, press a “Throw” button to throw a dart at adart board, or any other input to initiate the bonus game.

If the bonus game input is not detected at 1514, a determination is madewhether to continue to wait at 1516 for a predetermined period of time.If the predetermined period of time to accept, reject, or initiate bonusgame play invitation lapses, then the user may be prompted to selectanother remote user at 1524. If the selection of another availableremote user is received at 1524, then the bonus game feature may bedistributed to the selected remote user at 1512. If no selection ofanother remote available remote user is received at 1524, then the bonusgame may be played by the player in accordance with the bonus game inputat 1518.

Once play of the bonus game ends, a result of the bonus game may betransmitted to the gaming devices at 1520. The bonus game award, if any,may be distributed at 1522 to the user and the at least one remote user.The bonus game award can be any type of gaming or non-gaming award andmay be based on the type and/or theme of the game of chance. The bonusgame award may be, for example, a monetary award, a free spin, amultiplier, earning a plurality of loyalty points, and the like. Anon-gaming award can be, for example, movie tickets, food coupons, showtickets, and the like.

FIG. 16 illustrates a flow diagram of an example method for granting areal-time bonus game feature. The method 1600 can be performed by agaming device (e.g. gaming machine 1404 a-n as illustrated in FIG. 14)or any other device, machine or server. A primary game of chance may beplayed at 1602 on the gaming device. The primary game of chance may betransmitted from a social gaming server (e.g. social gaming server 1414illustrated in FIG. 14) or any other server or device. In one example,the gaming device may be a computing device such as, but not limited to,a desktop computer, a laptop computer, a tablet computer, or a netbookcomputer. In another embodiment, the gaming device may be a portableelectronic device such as a cell phone, a smart phone, a portable mediaplayer, a portable gaming device, a personal digital assistant or thelike. The primary game of chance can be a reel-based slot games, videopoker, video blackjack, electronic table game, lottery game, or anyother game of chance.

A determination of whether a bonus triggering event is triggered on theprimary game of chance is made at 1604. If the bonus triggering event istriggered at 1604, then a list of at least one available remote user maybe received at 1606. The bonus triggering event may be based on a typeand/or theme of game played. In one embodiment, a bonus triggering eventmay be triggered by achieving a high score on the primary game ofchance, achieving a unique combination of numbers or symbols in theprimary game of chance, or the like.

The list of at least one available remote user may be received from thesocial gaming server (e.g. social gaming server 1408 illustrated in FIG.14), bonus game manager (e.g. bonus game manager 1406 a, 1412illustrated in FIG. 14), or any other server or device. In oneembodiment, the list of at least one available remote user may be asocial contact associated with the player playing the game of chance.For example, the at least one available remote user may be any remoteuser available to participate in a bonus game. The remote user may bewithin a designated gaming area and/or remote from the gamin area. Inone embodiment, the at least one remote user may be stored in a contactsdatabase maintained by a social contacts manager of the social gamingserver, a third party server, or any remote server.

The list of at least one available remote user may be displayed on thegaming device at 1608 for selection by the user. If a selection of atleast one available remote user is detected at 1610 then the selectionof the at the least one available remote user may be transmitted to thesocial gaming server at 1612. The social gaming server may then transmita bonus game feature to the selected remote user(s). Detection of theselection by the player may be made via any known detection means suchas through physical sensory touch input (i.e., use of a touch screen,joystick, and the like), audio input, the user may physically type thename of the remote user, or any other detection means or device.

In one embodiment, the gaming device may transmit the bonus game featureto the social gaming server for substantially real-time transmission ofthe bonus game feature to the selected remote user(s). The bonus gamefeature may be any type of feature earned upon triggering of the bonusevent, such as at least one free spin, a multiplier earned for apredetermined number of game sessions, a competitive card game playedwith the at least one remote user, or any other bonus features.

Once the bonus game feature is distributed to the at least one selectedremote user(s) at 1612, a determination is made whether a bonus gameinput is received at 1614. If a bonus game input is received at 1614,the bonus game is played in accordance with the bonus game input at1618.

In one embodiment, the bonus game feature may first distribute aninvitation to each selected remote user to accept or reject the bonusgame input. In one example, if the user accepts the bonus game feature,a roulette wheel is distributed to each accepting user and the primaryuser. Each user is then prompted to place their bets, and the rouletteball is released.

In another embodiment, the bonus game feature is initiated by immediatebonus game feature play. For example, the roulette wheel is distributedto each player. By placing a bet within a predetermined amount of time,the bonus game feature play is initiated for each player that placed thebet.

In one embodiment, if no bonus game input is received at 1614, adetermination is made whether to continue to wait for a predeterminedamount of time at 1616. If the predetermined period of time to accept,reject, or initiate bonus game play lapses, then selection of otheravailable remote users may be detected at 1624. If a selection of otheravailable remote users is detected at 1624, then the selected remoteuser may be transmitted to the social gaming server at 1612. If noselection is detected at 1624, then method 1600 ends.

The result of the bonus game may be displayed at 1620. The results ofthe bonus game may be obtained from the gaming machine or the socialgaming server. The results of the bonus game may be based on thedetermination of the outcome of the bonus game.

The bonus game award, if any, may be distributed to the gaming deviceand the remote user(s) at 1622. The bonus game award may be distributedby the gaming machine, social gaming server, or any other device. Thebonus game award can be any type of gaming or non-gaming award and maybe based on the type and/or theme of game. The bonus game award may be,for example, a monetary award, at least one free spin, a multiplier,earning a plurality of points, or the like. A non-gaming award can be,for example, a digital enhancement for the social gaming user interfaceon the user device and/or on the gaming machine. The digital enhancementcan be a wallpaper, a background, a song, new avatar, a picture, anytype of other visual and/or auditory aesthetic prizes, movie tickets,food coupons, and the like.

FIG. 17 illustrates a flow diagram of an example method for distributinga bonus award. The method 1700 can be performed by the gaming device(e.g. gaming machine 1404 a-n as illustrated in FIG. 14), the socialgaming server (e.g. social gaming server 1408 as illustrated in FIG.14), or any other device, machine or server.

A bonus award distribution menu may be displayed at 1702. The bonusaward distribution menu may be displayed on at least one display of thegaming machine, mobile device, or any other device. The bonus awarddistribution menu may include any known bonus award options, such astype of bonus award (non-gaming vs. gaming, non-cash vs. cash, and thelike), amount of bonus award, percentage of distribution (i.e., sharingof the bonus award, if any), and the like. For example, the bonus awardoption may be monetary or non-monetary awards. In another example, thebonus award options may be based on percentage distribution as discussedbelow. Another bonus award option may be specific types of bonus awardssuch as buffet tickets, concert tickets, free hotel stays, social gameawards, multipliers, free spin, and the like.

In one embodiment, the bonus award distribution menu may beautomatically displayed after a bonus game is earned. In anotherembodiment, the bonus award distribution menu may be displayed afterplay of the bonus game completes. In still another embodiment, the bonusaward distribution menu may be automatically displayed after a remoteuser accepts an invitation of a user to participate, interact, and/orplay the bonus game. In another embodiment the user may select a bonusaward option after the at least one available remote user accepts thebonus game invitation, but prior to playing the bonus game. In yetanother embodiment, the user may have the option of selecting at leastone type of bonus game award from a variety of bonus game awards. If theuser receives notice that the at least one social contact or remote useraccepted the bonus game invitation (e.g. FIG. 21A), the user may beprompted to select at least one type of bonus game award.

The bonus award distribution menu may list a plurality of awarddistribution options. For example, one award distribution option may beto not share a monetary award with the remote users participating in thebonus game, but to give the remote user(s) non-monetary awards. Anotheraward distribution option may be to share a specific percentage of thebonus award with the remote users that participated in the bonus game.Still another reward distribution option, can be to distribute the bonusgame award based on a competitive bonus game play. For example, if thebonus game feature is a car race, then a player finishing first mayreceive 50% of the monetary award. A player finishing second may receive30% of the award, and the player finishing last may receive 20% of theaward.

If selection of the bonus game award distribution option is detected at1704, the bonus award, if any, may be calculated based on the selectedaward distribution option at 1706. The award earned may be based on theoutcome of the bonus game. For example, if money is won by a primaryuser, other players may receive a gift certificate to a casino buffet ora free hotel stay. In still another example, if there is a monetaryaward, each player may receive a percentage of the monetary award basedupon the user's elected percentage.

The calculated bonus award may be transmitted to the social gamingserver at 1708 for transmission to the remote users. The calculatedbonus award may also be displayed at 1710 on a display of the gamingdevice. In one embodiment, an itemized summary or explanation of how thebonus award was distributed may be presented on the display.

FIG. 18 illustrates an example bonus game manager. In one embodiment,the bonus game manager 1802 may include a database storing at least thebonus game features 1804, bonus game preferences 1805, and bonus gameinformation 1808. The bonus game manager 1802 may be configured todistribute or transmit bonus gaming information. In other words gaminginformation concerning the bonus game, such as the bonus game feature,bonus game play, and the like.

The bonus game manager 1802 may be configured to communicate with thesocial gaming server. In another embodiment, a bonus game manager may beconfigured to communicate with the gaming machine. However, these arenot intended to be limiting as the bonus game manager 1802 may be incommunication with any other server or device.

The bonus game feature 1804 may be any known multi-player social bonusgame. In one example, the bonus game feature may be a roulette wheel. Inanother example, the bonus game feature may be throwing darts at a dartboard. In another example, the bonus game feature may be a competitivegame. The competitive game may be any known competitive game, such aspoker, black jack, darts, car racing, or any other group bonus games. Instill another embodiment the bonus game feature is a collaborative bonusgame such as a game where each user must jointly spin a wheelsimultaneously.

The bonus game preferences 1806 may be any known bonus game preferencesincluding award distribution options, settings (e.g. font, volume,display brightness, music, and the like), and the like.

Bonus game award preferences may include a plurality of awarddistribution options. For example, one award distribution option may beto not share the monetary award with the remote users participating inthe bonus game of chance, but to share non-monetary awards with theremote user(s). Another award distribution option may be to share aspecific percentage of the bonus award with the remote users thatparticipated in the bonus game of chance. Still another option is todistribute the bonus game award based on a competitive bonus game play.For example, if the bonus game feature is a car race, then the playerfinishing first will receive 50%, the second place finisher will receive30%, and the third place finisher will receive 20% of the bonus award.

In one embodiment, the bonus game preference may include the type ofbonus game that is to be played. They type of bonus game feature may bea competitive, multi-player, collaborative or any other known type ofgroup bonus games.

In another embodiment, the bonus game preference may be the gamingestablishment settings for the bonus game play. Gaming establishmentpreferences may include how often bonus game features are triggered, thetype of prizes, the amount of prizes, how many remote users canparticipate in the bonus game, the type of remote users that canparticipate in the bonus game, and any other preference that the gamingestablishment may have for social bonus game feature play. In oneembodiment, the preferences may be necessary to comply with state,local, city, county, or country laws.

The bonus game information 1808 may be any information needed tofacilitate bonus game feature play. In one embodiment, bonus gameinformation may be transmitted between the social gaming server, gamingmachine(s), and any other server or device. The bonus game informationmay be any known type of bonus game information such as speed of gameplay, music, colors of the bonus game feature, bonus game statistics,and type of awards offered. In one example, the bonus game informationis the input from the other remote users playing the bonus game feature.In another example, the bonus game information may be the chat messagesbetween all the players. In still another example, the bonus gameinformation may be any type of information about the bonus game.

FIGS. 19A and 19B illustrate example embodiments of a graphical userinterface. Referring to FIG. 19A, the GUI 1902 may be displayed ondisplay 1900 and designed to allow a user to play a game of chance. TheGUI 1902 may include a gaming window 1904. The gaming window 1904 candisplay information such as the game of chance, bonus events,advertisements, and the like. The GUI 1902 may include an informationwindow 1906. The information window 1906 can display information relatedto the game of chance. The information displayed in the informationwindow 1906 can, for example, include a wager amount 1908, pay lines1910, total credits 1912, or any other gaming information.

The GUI 1902 may further include a social contact list 1914 that candisplay and provide the user access to a plurality of social contacts.The social contacts may be obtained from, for example, the socialcontacts manager, a third party server, or any other server or databaseconfigured or designed to store a contact list. The user can select oneor more contacts from the social contact list 1914 while playing thegame of chance to facilitate a social gaming atmosphere. For example,the user might earn a bonus game and decide to invite one or more of thesocial contacts to participate, interact, or help play the bonus game.In one embodiment, the social contact list 1914 may include a pluralityof controls configured to manipulate the social contact list 1914, suchas a sort indicator 1916, a search indicator 1918, or any other controlelements, e.g. joystick, speaker and/or microphone for audiointeractions.

The social contact list 1914 may include availability indicators 1911a-n. The availability indicators may indicate which social users areavailable to participate in a bonus game session. The availableindicators 1911 a-n may be any type of indicator and may take any shape,form, and/or color. For example, as illustrated, the availabilityindicator may be a darkened circle if the social contact is availableand not darkened if the social contact is not available. In anotherexample, if the player selects the social contact, the availabilityindicator may change shape and/or color. As illustrated in FIG. 19B, theavailability indicator 1915 may be changed to a square.

In another embodiment, only available social users may be displayed inthe social contact list 1914. Thus, the available indicators 1911 a-nmay illustrate which social users are chatting with the player, whichsocial users are playing on another gaming machine, which social usersare in the gaming area, or any other user-defined criteria to filter thesocial contact list 1914.

The GUI 1902 may further include a communication window 1920. Thecommunication window 1920 can allow the user to interact and/orcommunicate with one or more contacts from the social contact list 1914.For example, the user can communicate and/or chat with the one or moresocial contacts about the game of chance being played, an invitation toparticipate, view, or help play a bonus game, sports, movies, or anyother interests or topics.

The GUI 1902 may further include a session log window 1922. The sessionlog window 1922 can display a plurality of events from a social gamingsession in real-time as the events occur. The social gaming session mayinclude play of the primary game of chance and/or the bonus game. Asillustrated in FIG. 19A, the status information displayed in the sessionlog window 1922 indicates “Bonus game earned” and “Waiting for playerresponse”. In one embodiment, the messages in the session log window1922 may remind the user to act promptly.

The GUI 1902 may further include a bonus game notification window 1924.The bonus game notification window 1924 may be displayed on the display1900 when a bonus-triggering event has been triggered. The bonus gamenotification window 1924 may be configured to inform the user of thebonus game event. As illustrated, the bonus game notification window1924 may be displayed over the gaming window 1904. However, in anotherembodiment, the bonus game notification window 1924 may be displayed onanother display of the gaming machine or any other area of display 1900.

In one embodiment, the bonus game notification window 1924 may determinewhether the user would like to have at least one social contactparticipate in the bonus game. For example, the bonus game notificationwindow 1924 may display “Do you want to share the bonus game with yourcontacts?” and present a “YES” indicator 1930 and a “NO” indicator 1932.

If the user wants to share the bonus game, the user may select the “YES”indicator 1930. Referring now to FIG. 19B, when selection of the “YES”indicator 1930 is detected, the user may be prompted to select at leastone of the social contacts from the social contact list 1914. Forexample, the bonus game notification window 1924 may display “Select atleast one contact”.

The user may select at least one social contact from the social contactslist 1914. As illustrated, using a touch screen display, the userselected “Zack” 1928. The user's selection of the at least one socialcontact may be transmitted to the social game server for processing. Inone embodiment, the user can communicate or chat with Zack using thecommunication window 1920. For example, the user can enter text such as“Please join my bonus game” using a touch screen available on the GUI1902. The session log window 1922 can also be automatically andperiodically updated to reflect the events from the social gamingsession. For example, the session log window 1922 can display “Waitingfor Zack's responses.”

FIG. 20 illustrates one embodiment of a graphical user interfacepresented on a display of a portable electric device. The portableelectric device 2000 may be a mobile phone, a smart phone, a portablemedia player, a portable gaming device, a personal digital assistant, orthe like. This is not intended to be limiting as the portable electronicdevice may also be a desktop computer at the remote user's home, anothergaming machine, or any other device. Once the user of the primary gameof chance selects at least one social contact (e.g. Zack 1928 asillustrated in FIG. 19B), a bonus game invitation may be transmitted tothe portable electronic device 2000. The bonus game invitation may betransmitted from, for example, the gaming machine that just triggeredthe bonus game.

For example, the bonus gaming notification window 2014 displayed on theGUI 2004 may present “CONGRATULATIONS! Ray would like to share his bonusgame with you. Do you want to play?” A “YES” indicator 2016 and a “NO”indicator 2018 may also be displayed in the bonus gaming notificationwindow 2014. A timer window 2008 may be presented on the GUI 2004. Thetimer window 2008 may be configured to inform the user of the time leftto accept or decline the bonus game invitation. In one embodiment, theselected contact may have a predetermined period of time to accept,decline, or ignore the bonus game invitation. In one embodiment, thepredetermined period of time may be between about two seconds to fiveminutes. In another embodiment, the predetermined period of time may bebetween one minute to three minutes. As illustrated in the timer window2008, the selected contact may have thirty seconds to accept the bonusgame invitation.

The GUI 2004 may also present a communication window 2010. Thecommunication window 2010 may be configured or designed to allow theuser and other social contacts to communicate. For example, asillustrated, Ray can communicate to Zack: “Please join my bonus game”.This provides for a social gaming atmosphere where Zack may be invitedto participate in the bonus game. This promotes and provides for asocial gaming atmosphere where the players feel they have a stake in thegame and are more willing to participate and/or watch the game of chancebeing played.

The GUI 2004 may also present a session log window 2012. The session logwindow 2012 can be configured or designed to display a plurality ofevents from a social gaming session and can also be automatically andperiodically updated to reflect the events from the social gamingsession. The session log window 2012 may include information from thegame of chance and/or the bonus game. As illustrated, the session logwindow 2012 may display “Waiting for Zack to respond.”

The social contact, e.g. Zack, may select the “YES” indicator 2016 if hewould like to participate in the bonus game session. Detection of the“YES” indicator 2016 or the “NO” indicator 2018 may be transmitted tothe social game server for processing.

FIG. 21A illustrates one embodiment of acceptance of a bonus gameinvitation. Once the social contact (e.g. Zack) selects the “YES”indicator 2016 (as illustrated in FIG. 20), the selection may betransmitted to the social game server. The social game server may thentransmit the social contact's selection to the gaming machine. The GUI2102 presented on display 2100 may display an indication that the socialcontact accepted the bonus game invitation. For example, the GUI 2102may display “GOOD NEWS! Zack accepted your invitation to play the bonusgame!” in the bonus game notification window 2104.

In one embodiment, the user can communicate or chat with Zack inreal-time using the communication window 2106. The communication window2106 may be updated frequently to receive communication from other usersand/or players. For example, the user can view Zack's response: “Thanks,I'm in!”.

The session log window 2108 can also be automatically and periodicallyupdated to reflect the events from the social gaming session. Forexample, the session log window 2108 can display “Waiting for Zack'sresponses”, and “Zack accepted your invitation to play the bonus game.”

FIG. 21B illustrates one embodiment of a rejection of the bonus gameinvitation. Once the social contact selects the “NO” indicator 2018(illustrated in FIG. 20), the selection may be transmitted to the socialgame server. The social game server may then transmit the socialcontact's selection to the gaming machine. The GUI 2102 presented ondisplay 2100 may display an indication that the social contact declinedor rejected the bonus game invitation. For example, the GUI 2102 maydisplay “Zack declined your invitation to play the bonus game” in thebonus game notification window 2104.

The GUI 2102 may also present a communication window 2156. Thecommunication window 2106 may be updated frequently to receivecommunication from other users and/or players. For example, thecommunication window 2156 may contain a response from Zack: “Thanks, butI'm busy. Maybe next time.”, indicating that Zack denied the bonus gameinvitation.

The GUI 2102 may also present a session log window 2158. The session logwindow 2158 may include information from the game of chance and/or thebonus game. The session log window 2158 can also be automatically andperiodically updated to reflect the events from the social gamingsession. For example, the session log window 2158 may indicate that thegaming machine is waiting for the user to make another social contactselection.

In one embodiment, the user may be prompted to select another socialcontact. For example, the GUI 2102 may display “Do you want to selectanother contact?”, a “YES” indicator 2160, and a “NO” indicator 2162. Inone embodiment, the user may then select another social contact from thesocial contact list 2154. For example, as illustrated, the user mayselect Shannon 2164 to receive a bonus game invitation.

In yet another embodiment, the user may decide to not select anothersocial contact and play the bonus game himself. The user may select the“NO” indicator 2162. The detected selection may be transmitted to thesocial game server for processing. In other words, the bonus gamesession may be played solely by the user and with other social contacts.

FIG. 22 illustrates one embodiment of a graphical user interfacepresented on a display of a gaming machine. In one embodiment, the usermay have the option of selecting different distribution methods for abonus game award. The GUI 2202 may display a bonus game notificationwindow 2204 on display 2200. Once the user receives notice that at leastone social contact accepted the bonus game invitation, the user may beprompted to select at least one distribution method for the bonus gameaward. The at least one distribution method may vary based on the typeand/or theme of the primary game of chance. In one embodiment, the bonusgame notification window 2204 may ask the game user to either select a5:1 indicator 2206 or a 1:1 indicator 2208. The 5:1 indicator 2206allocates the bonus game award 5:1 between the user and the socialcontact. A 1:1 indicator 2208 allocates the bonus game award evenlybetween the user and the social contact. In another embodiment, the usermay allocate the entire bonus game award to the at least one socialcontact. In another embodiment, the user may select a specific monetaryamount to share with the at least one social contact. The examples arenot intended to be limiting as there are many other options to allocatefood, etc.

The GUI 2202 may also present a session log window 2212. The session logwindow 2212 may include information from the game of chance and/or thebonus game. The session log window 2212 can also be automatically andperiodically updated to reflect the events from the social gamingsession. For example, the session log window 2212 may indicate that thegaming machine is waiting for the user to select a bonus game awarddistribution option.

FIG. 23 illustrates one embodiment of a graphical user interfacepresented on a display of a gaming machine. In one embodiment, the usermay have the option of selecting at least one type of bonus game awardfrom various types of bonus game awards. Once the user receives noticethat at least one social contact accepted the bonus game invitation, theuser may be prompted to select at least one type of bonus game award. Inone embodiment, the GUI 2302 may display a bonus game notificationwindow 2304 on display 2300. The bonus game notification window 2304 maycontain at least one type of bonus game award that may vary based on thetype and/or theme of the primary game of chance. For example, the bonusgame notification window 2304 may ask the user to select among a “cashaward” 2306, a “player tracking points” 2308, a “two free buffetcoupons” 2310, or a “two show tickets for Blue Man Group” 2312. The“cash award” 2306 designates monetary award as the bonus game award. The“player tracking points” 2308 designates certain player points as thebonus game award. The “two free buffet coupons” indicator 2310designates that the bonus award would be free buffet coupons at certainrestaurants. The “Two show tickets for Blue Man Group” indicator 2312designates that the bonus award would be two free tickets for the BlueMan Group show.

The session log 2316 may also be automatically updated to reflect theevents of the social gaming session. For example, the session log 2316can indicate “Waiting for bonus game award selection.”

FIG. 24 illustrates another embodiment of a graphical user interfacepresented on a display of a gaming machine. In one embodiment, the usermay have the option of selecting at least one type of bonus game awardfrom various types of bonus game awards. Once the user receives noticethat at least one social contact accepted the bonus game invitation, theuser may be prompted to select at least one type of bonus game award forvarious types of bonus game award. In one embodiment, the GUI 2402 maydisplay a bonus game notification window 2404 on display 2400. The bonusgame notification window 2404 may contain at least one type of bonusgame award. For example, the bonus game notification window 2404 may askthe user to select among “5 free spins” 2406, a “bonus wheel spin” 2408,or a “5× multiplier for the next ten minutes” 2410. The “5 free spins”2406 awards the user with five free spins either in the bonus game orthe primary game of chance. The “bonus wheel spin” 2408 designates abonus wheel spin as the bonus game award. The “5× multiplier for thenext ten minutes” 2410 provide for a 5× multiplier for ten minutes asthe user plays either the bonus game and/or the primary game of chance.These examples are not intended to be limiting as there are many othertypes of bonus game awards that may be contemplated.

FIGS. 25A and 25B illustrate one embodiment of a graphical userinterface presented on a display of a gaming machine and a display of aportable electronic device, respectively. Referring to FIG. 25A, the GUI2502 may display a bonus game notification window 2504 on display 2500.If the player won the bonus game session, the bonus game notificationwindow 2504 may indicate, in one example: “Congratulations! You won $500.00!” The communication window 2506 can also present real-timecommunication with the social contact(s), such as Zack. As illustrated,Zack may communicate in real-time: “We won!” and the player maycommunicate in real-time: “Great!”

The session log 2508 may also automatically and periodically be updatedto reflect the events of the social gaming session. For example, thesession log 2508 as illustrated can indicate “Bonus game initiated” and“Bonus game finished.”

Referring now to FIG. 25B, the GUI may simultaneously in real-time, onthe portable electronic device, display a bonus game notification window2554. The bonus game notification window 2554 may present, for example:“Congratulations! You won $ 100.00!” In this embodiment, the player mayhave selected to distribute the bonus award based on differentpercentages such that the player receives $500.00 and the remote usersreceive $100.00.

FIGS. 26A and 26B illustrate one embodiment of a graphical userinterface presented on a display of a gaming machine and a display of aportable electronic device, respectively. Referring to FIG. 26A, the GUI2602 may display a bonus game notification window 2604. Once the playerwins a bonus game session, the bonus game notification window 2604 maydisplay: “CONGRATULATIONS! You won a free buffet coupon! Do you want tokeep the coupon?” The bonus game notification window may have a “Yes”indicator 2606, and a “No” indicator 2608 to either accept or reject thecoupon.

The user may communicate with a social contact to determine whether tokeep or reject the coupon. In other words, the user may usecommunication window 2610 to ask if Zack would like the free buffetcoupon. As illustrated in the communication window, if the socialcontact would like the bonus award, the player may press the “No”indicator and grant it to a social contact. The social contact may ormay not have participated in the bonus game session.

Referring now to FIG. 25B, the GUI may simultaneously in real-time,display a bonus game notification window 2654. The bonus notificationwindow 2654 may present, for example: “CONGRATULATIONS! You won a freebuffet coupon!” The free buffet coupon may be redeemed by any knownmethods. For example, the buffet coupon may be saved to the socialcontact's user account. In another example, the social contact mayimmediately redeem the buffet coupon by printing it out. In stillanother example, the social contact may be redeemed at the gaminestablishment.

While embodiments and applications of this invention have been shown anddescribed, it would be apparent to those skilled in the art having thebenefit of this disclosure that many more modifications than mentionedabove are possible without departing from the inventive concepts herein.

What is claimed is:
 1. A method for providing a remote game play,comprising: initiating a game of chance for a local user, the game ofchance being caused to be displayed on a display of a gaming machine,the gaming machine including at least a ticket or currency acceptor;identifying at least one available remote user; inviting the at leastone available remote user to participate in at least a portion of thegame of chance being played by the local user at the gaming machine;distributing, by a gaming server, data pertaining to the game of chanceto the at least one available remote user; detecting a game inputselection from the at least one available remote user, the game inputselection being initiated by the at least one remote user; transmittingthe game input selection of the at least one remote user to the gamingmachine for use with of the game of chance on the gaming machine;utilizing the game input selection to influence operation of the game ofchance on the gaming machine; receiving a game result of the game ofchance; and displaying the game result of the game of chance on thedisplay of the gaming device following receipt of the game inputselection.
 2. A method as recited in claim 1, wherein the distributingis at least in part via a social gaming server.
 3. A method as recitedin claim 1, wherein the method comprises: distributing, by the gamingserver, the game result to the at least one available remote user.
 4. Amethod as recited in claim 1, wherein the gaming machine is anelectronic gaming table, and wherein the game of chance comprises awager-based table game.
 5. A method as recited in claim 4, wherein thewager-based table game comprises a live table game, and wherein thedistributing comprises streaming real time gaming information pertainingto the game of chance to the at least one available remote user.
 6. Amethod as recited in claim 5, wherein the game of chance uses at leastone physical gaming object, and wherein the real time gaming informationbeing streamed includes at least images of the at least one physicalgaming object.
 7. A method as recited in claim 1, wherein thedistributing of the data pertaining to the game of chance comprises:transmitting digitally animated gaming information pertaining to thegame of chance to the at least one available remote user.
 8. A gamingsystem, comprising: a gaming server, the gaming server being configuredto: monitor a game of chance being provided on a gaming machine for alocal user; identify at least one remote user to the gaming machine toparticipate in the game of chance; invite the identified at least oneremote user to participate in at least a portion of the game of chancebeing provided on the gaming machine for the local user; distribute agame input opportunity associated with the game of chance to theidentified at least one remote user; receive a remote game inputassociated with the game of chance, the remote game input beinginitiated by the identified at least one remote user in response to thegame input opportunity; subsequently update the game of chance based onthe remote game input initiated by the identified at least one remoteuser, wherein the remote game input selection impacts operation of thegame of chance; and distribute a game result of the game of chance tothe identified at least one remote user.
 9. A gaming system as recitedin claim 8, wherein the gaming machine includes at least (i) a ticket orcurrency acceptor, or (ii) a player tracking device.
 10. A gaming systemas recited in claim 8, wherein the distribute of the game inputopportunity and the game results at least in part via a social gamingserver.
 11. A gaming system as recited in claim 8, wherein the gamingmachine is an electronic gaming table.
 12. A gaming system as recited inclaim 8, wherein the gaming machine is an electronic slot machine.
 13. Agaming system as recited in claim 8, wherein the game of chancecomprises a wager-based game.
 14. A gaming system as recited in claim 8,wherein the game of chance comprises a live table game.
 15. A gamingsystem as recited in claim 8, wherein the distribute of the game inputopportunity is via streaming real time gaming information pertaining tothe game of chance to the identified at least one remote user.
 16. Agaming system as recited in claim 15, wherein the real time gaminginformation being streamed to the identified at least one remote usermirrors at least a portion of information being displayed on a displaydevice associated with the gaming machine.
 17. A gaming system asrecited in claim 15, wherein the game of chance uses at least onephysical gaming object, and wherein the real time gaming informationbeing streamed includes at least images of the at least one physicalgaming object.
 18. A gaming system as recited in claim 8, wherein thegaming server is configured to: transmit animated gaming informationpertaining to the game of chance to the identified at least one remoteuser.
 19. A gaming system as recited in claim 8, wherein the game ofchance uses at least one physical gaming object, and wherein the gamingserver is configured to: transmit a digital animation of the at leastone physical gaming object to the identified at least one remote user.20. A gaming system as recited in claim 8, wherein the game of chance isplayed at the gaming machine by the local user, and wherein the gamingserver is configured to: stream at least a portion of the real timegaming information pertaining to the game of chance to the identified atleast one remote user.
 21. A method for providing remote assistance forgame play, comprising: Initiating or monitoring a game of chance for alocal user, the game of chance operating at least in part on the gamingmachine, and the game of chance being displayed on a display of a gamingmachine; identifying at least one available remote user; distributing,by a gaming server, data pertaining to the game of chance to the atleast one available remote user; facilitating presentation of a userinterface control to the at least one available remote user, the userinterface control enabling participate in at least a portion of the gameof chance being played by the local user at the gaming machine;detecting a game input selection from the at least one available remoteuser, the game input selection being initiated by the at least oneremote user through interacting with the user interface control that hasbeen presented to the at least one available remote user; transmittingthe game input selection of the at least one available remote user tothe gaming machine for use with of the game of chance on the gamingmachine; utilizing the game input selection to influence operation ofthe game of chance on the gaming machine; receiving a game result of thegame of chance; and facilitating notification of the game result of thegame of chance to the at least one available remote user followingreceipt of the game result.
 22. A method as recited in claim 21, whereinthe gaming machine is an electronic gaming table, and wherein the gameof chance comprises a wager-based table game.
 23. A method as recited inclaim 22, wherein the wager-based table game comprises a live tablegame.
 24. A method as recited in claim 21, wherein the distributingcomprises streaming real time gaming information pertaining to the gameof chance to the at least one available remote user.
 25. A method asrecited in claim 24, wherein the game of chance uses at least onephysical gaming object, and wherein the real time gaming informationbeing streamed includes at least images of the at least one physicalgaming object.
 26. A method as recited in claim 21, wherein thedistributing of the data pertaining to the game of chance comprises:transmitting digitally animated gaming information pertaining to thegame of chance to the at least one available remote user.
 27. A methodas recited in claim 21, wherein the distributing is at least in part viaa social gaming server.